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APRIL 1993 


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64/128 VIEW 


The lone programmer of 
the northern plains keeps cranking 


out 64 software. 
Tom Netsel 


eaders who type in 

Gazette programs will 

undoubtedly recognize 

Daniel C. Lightner’s 
name. He lives in Sidney, 
Montana, a town of about 
5500 people in the eastern 
part of the state near the 
North Dakota border. Sid- 
ney may not be a hotbed of 
Commodore activity, but it 
doesn't dampen Lightner's 
enthusiasm for the 64. Here 
are portions of a letter he 
sent me that demonstrate 
the spirit and dedication he 
shares with many 64 users. 

“| have a program that | 
sent to Accolade in March 
of 1991. They sent it to a de- 
veloper in New York who 
ept it for more than a year. 
Accolade finally wrote me 
saying that they had decid- 
ed to no longer support 64 
software. So after much 
hought, my spouse and | 
have decided to take a stab 
at marketing it ourselves. 

“We have tried to tabu- 
ate the cost requirements 
and equipment that would 
be involved, where to buy 
supplies, and things like 
hat. We have been confer- 
ring with small business rep- 
resentatives and have recent- 
y established a base from 
which to operate. It’s called 
MicroStorm Software. 

“At present, we have one 
product. The program is 
called Risers and Sliders. 
I've had several friends and 
family members learn to 
play it, and they all seem to 
enjoy it. It's an addicting 
game, and | believe people 
will get many hours of enjoy- 
ment from it. | realize it isn’t 
Super Mario Brothers, but | 
believe it has a place along- 
side programs such as Boul- 
der Dash and Qbert. 

“After reading your editori- 


al (requesting new soft- 
ware), I've decided to send 
the program to you for re- 
view. That will help us de- 
cide on a course of action. 
We have every intention of 
expanding, especially in the 
64 area.” 

People who are active in 
user groups benefit from 
sharing ideas with other 64 
owners. Lightner, however, 
doesn't have that luxury. 

“There were only three oth- 
er people in this area that | 
knew who owned 64s. Two 
of them have gone to the 
PC and no longer turn on 
the fun one. The other was 
my computer pal, and he 
moved to Washington three 
years ago. | feel like the 
Lone Ranger. | was on Q- 
Link, but there weren't any lo- 
cal access numbers within 
250 miles. | had to call Bis- 
mark, North Dakota, to ac- 
cess it. That cost me about 
$20 every time | called. 

“I've been trying to come 
up with some programs that 
you might want to publish, 
but this Micro nightmare has 
been pigging most of my 
time. When | do, I'll send 
them in. Winter is the best 
time for programming. The 
children are in school, and 
it's too cold to be out of 
doors. It gets down to 30 be- 
low O around here, averag- 
ing about 10 below at night. 
| can't think of anything 
more rewarding than being 
published in Gazette.” 

Thanks for sharing your 
programs with our readers. 
We'll be looking forward to 
seeing more type-ins as you 
and Montana start to thaw. 
Risers and Sliders arrived 
and is out for review. | hope 
you and other 64 enthusi- 
asts will keep us informed of 
your activities. a 


GAZETTE 


64/128 VIEW G-1 
Some Gazette contributors keep cranking out 
programs. 

By Tom Netsel. 

BEYOND STATE OF THE ART G-2 


The newest computer isn’t always the best one when 
it comes to exercising the brain. 
By Don Radler. 


REVIEWS G-8 
Western Heritage and Draw-Print in Color. 
FEEDBACK G-12 
Questions, answers, and comments. 

BEGINNER BASIC G-16 


Examine the STEP parameter in FOR-NEXT loops. 
By Larry Cotton. 


MACHINE LANGUAGE 


Encrypt messages with your 64. 
By Jim Buiterfield. 


PROGRAMMER’S PAGE 


Unformat a disk and other tips from readers. 
By Randy Thompson. 


GEOS 


Hot GEOS programs on QuantumLink. 
By Steve Vander Ark. 


D‘IVERSIONS G-24 


Teachers turn raw ingredients into multimedia stew. 
By Fred D'Ignazio. 


G-18 


G-20 


G-22 


PROGRAMS 

Drop-Down Macros (64) G-25 
Baffles (64) G-28 
Large Number Calculator (64) G-31 
File Index 128 G-33 
Memory Flexer (64) G-34 
IRA Minimum Distribution (64) G-35 
Snakey (64) G-37 
The Automatic Proofreader (64/128) G-40 


APRIL 1993 COMPUTE G-1 


MACHINES CONTINUE 


STATE OF 


TO HOLD OUT PROMISE 


THE ART 


A recent peek into the world of the manufacturers’ point of view, 

PCs made me give new thought they simply have to be elt 

to what our Commodores really chased. 

do for us, | was called upon by Mimicking the way cars. are 

a couple of friends and relatives sold, PC manufacturers s 

_ to help them with their new . their machines’ spee 

| wasn't much help 3 power. Then they throw in an 

know any computer like | do r my “automatic transmission” to 

64, but | try. make them easy to drive—the — 
As | was trying, | noticed user-friendly interface. In the 

something striking. Since most words of one computer industry — 

_ computer users point and click analyst reacting to the 

to make their machines do home PC offerings, “Custo 

things, they don't c rn are paying for the no- 

what's behind that user-frien _ nature of the machine 

graphical interface : 


‘becomes just like ¢ a eee 


washing machine. It's just an-_ their brains. A GUI nee 

other home appliance. command line interface h 
For manufacturers which Commodore users give 

‘home computers by the millions, their machines instructions in 


‘that’s exactly what they have to 
be: tools that are easy to use. 


They don't have to be under- understand. (It's not a big leap 


stood, they don't have to be from the simple disk-operating 
used at anywhere near their commands of the command line 
potential, and they ertainly interface to actual prog! mming, 
don't have to enhan which is computing 


_ owners’ intellectual gr From demanding—and most Fé ward- = 


“ILLUSTRATION BY RENE ‘MILOT = 


ing—activity. That's why a large per- 
centage of Commodore users pro- 
gram more than PC owners do.) 

The Macintosh, whose look and 
feel launched GuUls in the first place, 
was described by Joel Shurkin in 
Engines of the Mind as “a machine 
that requires almost no knowledge of 
computers. ... The user does not 
have to learn operating system com- 
mands. All that is required is moving 
the mouse to the right picture and 
clicking a button, and the machine 
does the rest.” 

In December 1990, Robert Bixby, 
writing in the PC section of COM- 
PUTE, said this about GUls:"Users like 
graphical interfaces, find them easy to 
work with, and can even develop an 
affection for them—three statements 
that could never be made about the 
command line interface.” 

Then, in the July 1992 issue, 
William Harrel described many PC 
owners’ feelings about program- 
ming:“The word programming brings 
to mind never-ending lines of confus- 
ing and unforgiving computer code 
complete with bugs and a lot of trial 
and error. Who needs it? Let the pro- 
grammers program. Just give me soft- 
ware that does what it's supposed to.” 

Those quotes pretty well cover the 
attitude of most non-Commodore 
computer users I've talked with. It's an 
attitude considerably different from 
that of the loving owners and fans of 
the Commodore 64 and 128. The dif- 
ference was presaged way back in 
January 1986 when Fred D'Ignazio 
wrote a column in COMPUTE!’s 
Gazette about software then on the 
drawing boards known as “smart 
power tools." Fred wrote: “In less than 
five years, computer tools’ power, 
complexity, and richness will be com- 
pletely masked from the user. The 
tools will edit our prose, reshape our 
ideas, organize our information, and 
manipulate our numbers, all with 
almost no supervision by us. 
Microcomputer companies will have 
satisfied their critics at last.” 

We may be satisfied, but as 
D'Ignazio points out,"we will have sac- 
rificed something even greater—con- 
trol. To be so easy to use, smart pow- 
er tools will have to take control over 
the problems we want solved. The 
human's job will be reduced to push- 
ing buttons.” 

D'lgnazio warned that computers 
“as easy to use as a TV” could 
become a threat to our thinking skills. 
Most people would simply accept the 
machines’ answers, never wondering 
if the answers were right or wrong and 
never caring how they were derived. 
G-4 COMPUTE APRIL 1993 


When that article appeared, it read 
like science fiction. Today, as we all 
know, it's the state of the art. 


A Mindless Approach 

This mindless approach is fostered by 
many schools once they install 
computers. Look into what they call 
computer literacy, and you'll see that 
they're simply teaching how to use the 
computer as an appliance. Typically, 
most schools have kids load user- 
friendly programs and then instruct 
them to follow the prompts, pointing 
and clicking away. Does this help kids 
learn anything beyond just pushing 
another button? 

You would assume that any kind of 
computer literacy is better than none at 
all. But the way computers are used in 
most schools won't attract the best and 
brightest into computer science. And it 
won't help America compete with other 
nations in the Information Age. 

If you think this isn't already a seri- 
ous problem, look at the cover story in 
the September 28, 1992, issue of 
Business Week about how Japan's 
Hitachi is threatening to become the 
world’s premier technology company. 
In that article the author said that 
Hitachi holds the largest portfolio of 
Japanese patents and has topped 
America's list of patent earners for 
most of the last decade. 

It seems to me that 64/128 users 
have been blessed with some special 
protection against the trend toward 
computer unwittingness that stems 
from PC owners’ love affair with user- 
friendly design. 

Walk into a store like Babbage’s 
and look at the shelf space allotted to 
software for the 64 and 128. It's way 
down from your last visit, isn't it? Read 
the ads for new software and see how 
few titles are issued for the 64 or 128 
in comparison to Amiga, Mac, and 
IBM. Pretty sad, as many letter writers 
have noted. 

Or is it? 


A Little Help 

Obviously, the big boys are support- 
ing the Commodore market less and 
less. But the little guys who started it 
all in the first place, the hackers and 
inventors who really wanted to know 
what made their machines tick—those 
guys are still there. They develop 
hardware like CMD’s RAMDrive and 
software like Ron Hackley’s Fun 
Graphics Machine. They find new 
things for old machines to do, many of 
them things that are done no better by 
the whiz-bang state-of-the-art plat- 
forms. And they share their knowl- 
edge, expertise, and products with 


the Commodore community. 

In the Amiga, Mac, and PC 
worlds—the hotbeds of today’s com- 
puter development—state-of-the-art 
means more power, more speed, and 
more storage capacity. But above all, 
it means more ease of use. That's 
where the action is. And that's where 
the 64/128 user is being left out. 

Is that bad? Maybe not. 

Most home PCs are used the way 
most Commodores are used: for word 
processing, recordkeeping, home fi- 
nances, and for playing games. For 
these purposes, the bigger PCs sim- 
ply don't need all the speed and 
power they have. 


An Educational Process 
Meanwhile, our 8-bit Commodores, 
with much less speed and power, 
successfully handle all of these activi- 
ties and much more. Because we 
have to think about them and figure 
how to get the most from them, we 
tend to learn from them. The process 
of using our machines remains an 
educational process. This is true, at 
least in part, because we use words 
and numbers to communicate with our 
computers and don't just mindlessly 
point and click. 

Cultures that have not yet learned to 
read and write interact without symbol- 
ic words and numbers. By relying on 
verbal forms of communication, people 
in these cultures handle abstract ideas 
poorly. Their language skills remain 
stunted; as a result, their social pro- 
gress is retarded. It's arguable that 
pointing and clicking in place of com- 
municating with words and numbers is, 
indeed, a regressive move toward 
such a preliterate culture. 


A New Dark Age 

In the Information Age, the GUI may 
well be the harbinger of both comput- 
er and general illiteracy. The mouse 
might turn out to be a mole, the leader 
of a lemminglike rush into a faster and 
more powerful Dark Age. Once again, 
we might find ourselves the victims of 
thoughtless application of the technol- 
ogy we invent in an attempt to make 
our lives better. In his Briefer 
Psychology, way back in 1890, 
William James wrote that “the more 
other facts a fact is associated with in 
the mind, the better possession of it 
our memory retains.” 

In contrast, simply pointing and 
clicking at some icon leaves the facts 
and the relationships between them 
hidden within the machine, giving little 
exercise to the human brain. 

Alan C. Kay was the original 
designer of the Macintosh GUI. In a 


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special issue of Scientific American on 
“Communications, Computers and 
Networks” (September 1991), he 
expressed some thoughts and con- 
cerns about ideas versus the repre- 
sentation of those ideas. 

“In the near future, all the represen- 
tations that human beings have 
invented will be instantly accessible 
anywhere in the world on intimate, 
notebook-size computers. But will we 
be able to get from the menu to the 
food? Or will we no longer understand 
the difference between the two? 
Worse, will we lose even the ability to 
read the menu and be satisfied just to 
recognize that it is one?" 

Thanks to the early Commodore 
years without GUIs and other user- 
friendly software and thanks even 
more to computer magazine writers 
and editors, | pretty much know what 
goes on inside my machine. Name a 
memory address, and | probably 
know what function it controls and 
what values | can poke in to get the 
result I'm looking for. Judging from 
their letters in "Feedback" and by the 
fact that most of them have had their 
machines for nearly five years, so do 
many other Commodore users. (| don't 
exclude GEOS users. Most of them 
became familiar with their machines 
before GEOS came along.) 

Now that the big boys have turned 
away from the Commodore and are 
devoting their time to making no-think 
software for the state-of-the-art plat- 
forms, I'm convinced that most 64 and 
128 owners will continue out of neces- 
sity to learn more about their 
machines. 


Get to Work 

If you're an active 64 or 128 user, you 
may be doing many or all of the things 
in the following list. For those readers 
who aren't, however, here are some 
intriguing activities to pursue with a 
Commodore. 

@ Transfer your personal records 
to disk using SpeedFile from Gazette, 
or build a file of magazine articles of 
interest to you using a modified ver- 
sion of the swift and powerful Gazette 
Index. 

@ Try word processing with 
SpeedScript. Use one or more of Ga- 
zette’s many accessory programs to 
modify SpeedScript to your needs. 

@ Take a crack at desktop publish- 
ing with a program like Newsroom 
from Springboard, or try sketching or 
cartooning with Blazing Paddles from 
Baudville or with Doodle from Crystal 
Rose. The Fun Graphics Machine from 
the FGM Connection is another good 
choice. For an even easier bit of artis- 


G-6 COMPUTE APRIL 1993 


tic expression, see what you can do 
with the graphics characters right on 
your keyboard along the lines de- 
scribed in an article that | wrote in Ga- 
zette (June 1991). 

@ Get into music with Basically 
Music from Gazette, the simplest way 
I've ever seen to control all three voic- 
es of the powerful SID chip. 

@ Try some programming in 
BASIC, which is as easy a language 
as there is. Programming will hone 
your logic and planning skills like 
nothing else. If something you write in 
BASIC runs too slowly for you, get 
hold of a compiler like Blitz! from 
Skyles Electric Works or BASIC 64 
from Abacus. 

@ Teach yourself another comput- 
er language such as Logo, C, or 
Forth, or even try machine language. 
Gazette provides plenty of help for the 
latter in every column that Jim 
Butterfield writes. 

@ Type in a RAM disk program 
from the several that have been fea- 
tured in Gazette through the years. 
This software enhancement acts like a 
superfast disk drive, calling up pro- 
grams as quickly as you can enter the 
command. 

@ lf you don't yet have one, get a 


WHAT ARE 
YOu DOING 
HERE ON 
SATURDAY f, 


cartridge that speeds up loading pro- 
grams, such as the Epyx FastLoad 
that | use. Most of these cartridges 
include several utilities, such as disk 
and file copiers. They start at quite 
reasonable prices. 

@ Buy a modem and start to 
telecommunicate with other 
Commodore users. You can do this 
one-on-one over a local telephone 
line, through a bulletin board service 
(BBS), or on a large online network 
such as QuantumLink. 

@ Join a Commodore user group 
and meet with others who share your 
interest in computers. 

However forsaken your Com- 
modore computer may be by its man- 
ufacturer and now by most of the big 
software producers, there's still plenty 
of life in the 8-bit world, You can see 
proof of that every month in COM- 
PUTE's Gazette and at user group 
meetings all over the world. Continue 
to approach the Commodore as 
something you enjoy because you 
think about it, not because you can 
use it without thinking at all. 

Feel bad because the state of the 
computing art is passing you by? You 
really shouldn't. In fact, maybe you 
should feel thankful. a 


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fos on all retums not exc . 
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REVIEWS 


WESTERN 
HERITAGE 


You don't have to be a city 
slicker like Billy Crystal to en- 
joy a taste of the Old West. 
Now, you can experience it 
in the comfort of your own 
home with a new graphics |i- 
brary from Horse Feathers 
Graphics. Called Western 
Heritage, this software is a 
creative collection of 90 
graphics, 42 borders, and 
11. fonts (including one 
that's a secret code of Indi- 
an symbols). This program 
is perfect for horse lovers 
everywhere, but there's 
more to Western Heritage 
than its name implies. 

First of all, the name is mis- 
leading. Granted, the major- 
ity of borders and graphics 
in this library are Wild West 
related—cowboys-and-Indi- 
ans stuff—but it also con- 
tains borders and graphics 
for a variety of equestrian ac- 
tivities. Such items as Eng- 
lish saddles, miniature stee- 
plechasers, boots, hunt 
caps, and riding crops 
make up seven of the bor- 
ders. The artwork includes 
graphics for polo, horse rac- 
ing, jumping, and veterinary 
medicine, as well as a blue- 
ribbon graphic for certifi- 
cates and awards. So if 
you're planning a barbecue, 
a hayride, a horse show, or 
even a polo match, you'll be 
able to find the perfect graph- 
ics for your posters, invita- 
tions, and decorations in 
Western Heritage. 

Kids will especially enjoy 
using the Indian Symbol 
font. This unusual font con- 
verts the standard keyboard 
characters into 57 authentic 
Indian symbols. A handy ref- 
erence card lists the Indian 
meaning of each symbol as 
well as the keyboard letter 
or number that creates it. Us- 
ing the card, kids can cre- 


G-8 COMPUTE APRIL 1993 


ate secret messages by ei- 
ther replacing letters with 
symbols or, for a more au- 
thentic exercise, using the In- 
dian translations of the sym- 
bols to create messages. 

Press the T key, for exam- 
ple, to print a thunderbird. 
This can be used with the 
symbols from other letters to 
form a word. However, in In- 
dian picture writing, the thun- 
derbird means happy. So 
kids could use the thunder- 
bird in a message to wish a 
friend a happy birthday. As 
a mother who has raised 
three children, | know the In- 
dian Symbol font has a lot of 
potential as a rainy day ac- 
tivity for young children. 

According to the manufac- 
turer, Western Heritage re- 
quires The Print Shop 2.0 or 
1.0 with The Print Shop Com- 
panion or The Graphics Li- 
brary Holiday Edition. | exper- 
imented using just version 
1.0 of The Print Shop and 
found that you can still incor- 
porate graphics from the 
Western Heritage disk into 
cards, posters, and so on. If 
you want to use the Western 
Heritage borders and fonts, 
however, you have to use 
The Print Shop Companion. 
You'll also need the Compan- 
ion package if you want to 
modify any of the borders 
and fonts. Western Heritage 
works with both sides of The 
Print Shop disks, with 7- and 
9-pin printers. 

GEOS users who don't 
have The Print Shop can ex- 
periment with simple conver- 
sion programs and change 
the graphics into ones that 
are usable with geoPaint. 
This will allow you to use the 
graphics with GEOS without 
using The Print Shop at all. 

The Western Heritage col- 
lection is well worth check- 
ing into because it isn’t the 
sketchy outline graphics 
that you sometimes see in 
clip art kits. These are 


unique and detailed de- 
signs. The set includes por- 
traits of several notorious out- 
laws (Jesse James, Butch 
Cassidy, William Bonney) as 
well as good guys like 
Daniel Boone. The portraits 
look like they were adapted 
from woodcuts of the 1800s. 

In addition to portraits, 
there are generic drawings 
of cowboys, wranglers, min- 
ers, square dancers, and In- 
dians. Several whimsical car- 
toons complete the portrait 
group, making this a very 
versatile graphics program. 

Then there are typical 
Western graphics: wagon 
wheels, brands, rope, cattle, 
and six different types of car- 
tiages and wagons. But 
what good is a wagon with- 
out a horse? The program of- 
fers a choice of 24 different 
varieties, including such fa- 
vorites as Appaloosa, Mor- 
gan, Arabian, show horse, 
race horse, Clydesdale, and 
wild bronco. There’s even a 
picture of Santa's sleigh be- 
ing pulled by a pony. 

Some of the graphics are 
wonderfully detailed. My fa- 
vorites are the Indian chief, 
rain dancer, bull rider, and 
pony heart. This last one is 
an intricate combination of a 
heart and a pony’s head. 
These designs aren't just re- 
hashes of other graphics; 
they're all original art creat- 
ed by Donna C. Mason. 

The Western Heritage 
fonts remind me of Wild 
West wanted posters and 
old saloon signs. You can al- 
most hear spurs jingling 
when you look at them. The 
kit also has fonts called 
sticks, twine, and rope that 
look like letters created 
from those materials. An un- 
usual part of the kit is a rath- 
er ornate font called Very 
English. At first, its curlicues 
and curves seemed out of 
place in this Western pack- 
age. Later, | wondered if the 


designers weren't poking 
subtle fun at the greenhorns 
and dandies on their Eng- 
lish saddles who were also 
a part of the Old West. 

Western Heritage is pack- 
aged in a handsome, shrink- 
wrapped three-ring note- 
book, with the disk safely 
tucked into an inside pock- 
et. The reference manual is 
filled with tips and sugges- 
tions. To get you started, 
Horse Feathers has includ- 
ed several ideas for posters, 
letterheads, and cards. 
Your imagination will sug- 
gest hundreds of others. 
With these graphics, it'll be 
easy to design your own 
unique invitations for that 
Western party | mentioned 
earlier. You can make deco- 
rations and posters for the 
event, too. Print time varies, 
depending on the printer 
you own, but it took me ap- 
proximately an hour to de- 
sign and print a dozen invi- 
tations. If you decide on a 
border, graphics, and font 
ahead of time, you can do it 
even faster. 

You can also make repli- 
cas of Old West wanted post- 
ers. There are step-by-step 
directions for this in the ref- 
erence manual. More ad- 
vanced users can use geo- 
Paint or scanner programs 
to incorporate pictures of 
their friends into posters of 
wanted desperadoes. 

All in all, | think you'll find 
Western Heritage offers 
great graphics and is easy 
enough for most kids to use. 
It makes a great addition to 
your graphics library. 

MARTI PAULIN 


Commodore 64 or 128, The Print 
Shop 1.0 or 2.0, The Print Shop Com- 
panion or The Graphics Library Holi- 
day Edition—$24.95 


HORSE FEATHERS GRAPHICS 
N. 27310 Short Rd. 

Deer Park, WA 99006-9712 
(509) 276-6928 


Circle Reader Service Number 414 


Roques 
Print Shop 


Prine Shop V1 


143 Western 
Designs for 
Print Shop, 
FGM, and 
Compatible 
Programs 
for the 
64/128 
Commodore 
Computers 


WESTERN 
HERITAGE 


WESTERN HERITAGE 


& Companion 

Graphics, Borders, and Fonts for the Print Shop . rey Sep via 
Holdtay Eaton 
eee 


NOW uses 
the same 
printer as 
your 
Print Shop 
Side A or 
Side B 


ad 


Priet Shop, 


SS ni, 


We take: Visa or | GRAPHICS 
Master Card 


509-276-6928 


Version for the Commodore 64 Inchider 9 Pin and 7 Pin Printers 


Create a Total Western Environment with 143 designs 
90 Graphics, 42 Borders and 11 Fonts for the Print Shop. 


+ All New Western Designs by Professional Artists. 

+ Instructions to make 10 Gunfighters of the Old West, Wanted Posters. 

» Authentic Indian Symbols Font, designed for secret messages 

+Matching Fonts, Borders, and Graphics, for a Professional look. 

«Comes in a Beautiful Collectors Notebook, to Organize your Creations. 

+ Old Ranch Brands, Wagons, Horse Shoes, Cattle, English Riders, 
Gunfighters, Indians, Cowboys, Ropes, Hats, Boots, Saddles, and more. 


Ss 
fhe 7 R 

hails GRAPHICS : 
Horse Feathers Graphics, N. 27310 Short Road, Deer Park, WA. 99006-9712 


Circle Reader Service Number 234 


Yes, save time and money! Subscribe to the Gazette 
Disk and get all the exciting, fun-filled Gazette pro- 
grams for your Commodore 64 or 128—already on 
disk! 

Subscribe today, and month after month you'll 
get all the latest, most challenging, and fascinating 
programs published in the corresponding issue of 
COMPUTE. 

New on the Gazette Disk! In addition to the 
programs that appear in the magazine, you'll also 
get outstanding bonus programs. These programs, 
which are often too large to offer as type-ins, are 
available only on disk—they appear nowhere else. 
As another Gazette Disk extra, check out 


Bible Search 3.2 


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Indexes every word in the entire Bible; 700,000+ references. 

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KJV $49.95 | NIV $59.95 | KJV & NIV $90 


Includes: C64 & C128 programs; screen, printer and disk output; 

users guide, disk case. Available on 7-1541/71, or 4-1581 disks. 
"@ Any questions? Call or write for more information. 

Also available! Amiga, Bible Search 


Big Blue Reader 128/64 - 4.0 


Transfers word processing, text, ASCII, and binary files between 

(64/128 and IBM PC compatible 360K 5.25" and 720K 3.5" disks. 

New Version 4.0 features: Transfers ASCII, PET ASCII and Screen 

Code files including: WordWriter, PocketWriter, SpeedScript, PaperClip, 

WriteStuff, GEOS, EasyScript, Fleet System and most others. 

Supports drives # 8-30. New Backup (C128) and Format (1571/1581) 

programs, Reads MS-DOS sub-directories, uses joystick, and more, 
Includes C128 & C64 programs. Requires 1571 or 1581 Disk Drive, 
Big Blue Reader 128/64 - 4.0 only $44.95 


Version 4.0 upgrade, send original BBR disk plus $18. 


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Order by check, money order, or COD. US funds only. 
"© FREE book rate shipping in US. No Credit Card orders. 
Canada & Mexico add $4 S/H, Overseas add $10 S/H ($5 BBR 


) 
SOGWAP Software @ (219)724-3900 


115 Bellmont Road; Decatur, Indiana 46733 


“Gazette Gallery,” where each month we present the 
very best in original 64 and 128 artwork. 

So don’t waste another moment. Subscribe to- 
day to COMPUTE’s Gazette Disk and get 12 issues 
for only $49.95. You save almost 60% off the single- 
issue price. Clip or photocopy and mail completed 
coupon today. 

Individual issues of the disk are available for 
$9.95 (plus $2.00 shipping and handling) by writing 
to COMPUTE, 324 West Wendover Avenue, Suite 
200, Greensboro, North Carolina 27408. 


YES! Start my one-year subscription 
to COMPUTE’s Gazette Disk right away 
for only $49.95.* 

O Payment enclosed (check or money order) 

OCharge OMasterCard O Visa 


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Signature 


(Required) 
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Address 
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Mail to COMPUTE's Gazette Disk, P.0. Box 3250, Harlan, IA 51593-2430 


* Residents of NC and NY, please add appropriate sales tax for your area. Canadian 
orders, add 7% goods and services tax. 


KASARA MICRO SYSTEMS 1-800-248-2983 1-803-681-5515 


Mention this ad and receive a 1541/C64 Diagnostician 
(a $6.95 value) FREE with any $30.00 parts/repair order 


SAVE MONEY 
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FOR 10 YEARS 


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Label Printout 1, 
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45. ** Record Printout | or 2 columns. ***Mail 
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‘STRUCTIONS-ALL YOU DO IS TYPE. Write- 


Space... The C-128 Frontier 


MICRO DESIGNS 
P.O. Box 1235 
Manassas, VA 22110 


$19.95 each or 
$29.95 for both. 


Check or Money Order 


SPACE {Travel troup the galery visting 15 sm Syn. 
PIRATES uy, sell and loot precious cargo for profit. Avoid the 
Federation Space Police, pirates and ION storms. 
Navigate the Asteroids of Orion, seeking theirhidden 
‘pleasure’ planet. Hi-Res graphics, sound effects, 
strategic and tactical features. 
STARSHIP Command a Starship from 22 classes in 5 Empires. 
BATTLES Colorful Hi-Res Graphics. Dynamic sound effects. 
Cloaking Devices plus many game customizing 
features in this tactical simulation. 


The classic best-selling 
———— 

Commodore 64 reference 
guide. Mapping the Com- 
modore 64 and 64C is a 
comprehensive memory 
guide for beginning and advanced programmers. 


MAPPING 
THE 


Commodore 


64 &64C 


To order your copy send $18.95 plus $2.50 for shipping and handling 
(U.S., $4 to Canada and $6 other) to COMPUTE Books, c/o CCC, 2500 
McClellan Ave. Pennsauken, NJ 08109. (Residents of NC, NJ, and NY 
please add appropriate tax; Canadian orders add 7% Goods and Servic- 
es Tax.) All orders must be paid in U.S. funds drawn on a U.S. bank. 
Orders will be shipped via UPS Ground Service. Offer good while 
supplies last. 


G-10 


COMPUTE APRIL 1993 


REVIEWS 
DRAW-PRINT IN COLOR 


As a new owner of a Star Micronics NX- 
1000C Rainbow printer, | soon discov- 
ered that there wasn’t a whole lot of soft- 
ware that supported its color printing 
capabilities. As a matter of fact, there 
wasn't any except geoPaint. So when 
| discovered a program that would al- 
low me to create and print color graph- 
ics with my printer, that piece of soft- 
ware was a blessing. That program is 
G. P. Software’s Draw-Print in Color 
paint program for the NX-1000C and a 
64 or 128. 

This program comes with a very com- 
prehensive manual and two function 
key overlays: one for the 64 and the oth- 
er for the 128. A two-step loading proc- 
ess is required to boot this program, 
which is not copy-protected. From 
there, you're prompted to select either 
text mode or bitmap mode, both of 
which are available. 

With Draw-Print in Color, you draw 
and color your own graphics on a 320 
x 200 bitmapped screen. The drawing 
pencil or crayon can be controlled 
from the keyboard or mouse. The pro- 
gram does not support joysticks. (For 
this review, I'll call the drawing imple- 
ment a crayon.) There are several cray- 
on aspects that you can adjust to suit 
your own preferences. 

You control the crayon’s three 
modes—Color, Move, and Erase— 
with the right mouse button or the 1 
key on the keyboard. With the number 
keys 2-9, you can adjust the size of 
the crayon’s tip from one to eight pix- 
els in width for drawing, coloring, or 
erasing. The left mouse button chang- 
es the crayon’s color. You can also use 
the up arrow or space bar to achieve 
the same function from the keyboard. 
| found the up arrow to be the best se- 
lector of the three, taking me through 
the range of colors one color at a 
time. The space bar and mouse button 
cycle so quickly through the colors 
that it's difficult to stop on the desired 
one. 

When | used the large-crayon set- 
ting to color, the tip skipped and 
jumped erratically in the direction the 
crayon was moving. When | tried to col- 
or a large area of the screen, the cray- 
on would jump into an area of the draw- 
ing that | didn’t want colored. Erasing 
had similar results. 

Drawing with the mouse was 
smooth and fluid, but if | moved it too 
quickly, the line | was drawing would 
skip. | found that | could use the key- 
board for detailed placement of the 
crayon in eight directions, and | could 


draw continuous lines with the curso 
keys in their respective directions. 

With this program, you have the abil- 
ity to create detailed graphics in the 
drawing area. Draw-Print assigns the 
function keys to turn a coordinate dis- 
play on or off, switch between bitmap 
and text modes, erase the screen, and 
invert the position of the crayon. Invert- 
ing the crayon, however, also changes 
the crayon’s mode of operation, which 
| found objectionable. 

The coordinate display in the lower 
right corner of the screen, used to 
tead the crayon’s position on the 
screen, becomes important when mak- 
ing accurate horizontal or vertical mir- 
ror images of portions of the screen. Af- 
ter you flip the screen, your graphic 
image may lose some of its color infor- 
mation due to the 8- x 8-pixel limitation 
of hi-res bitmapped graphics. This 
should happen only with a full screen 
rotation, however. 

A method for stamping or pasting im- 
ages is also described in the manual. 
The background and border colors 
will not appear on the final printed doc- 
ument. This feature is here only to per- 
mit you to view your drawing against dif- 
ferent color contrasts. If you select a 
white background, that will give you an 
idea of how your graphic will look 
when printed on paper. 

You must enter text mode to save or 
print your finished drawing. From this 
mode you can also load previously cre- 
ated graphics. Should you have a prob- 
lem with the loading or saving process, 
the drive's error channel is displayed in 
the lower left corner after each disk 
function. This section of the program is 
very straightforward and easy to use. 
To abort any of the functions, just 
press the Run/Stop key. Specific error 
messages generated by the program 
are also described in the manual. 

| think you'll find that Draw-Print in 
Color is the only program that you'll 
need to start drawing graphics and 
printing them in color on your Rainbow 
printer. The only feature missing that | 
would like to see here is the ability to 
load other graphic formats. But for 
those of us who have color printing ca- 
pabilities and want to put them to use, 
Draw-Print in Color is just the program 
we need. | think this would be a good 
program for Star to package with its 
Rainbow printers, just as Commodore 
did with GEOS and the 64. 

KENNETH MURCHISON 


Commodore 64 or 128, Star Micronics NX-1000C 
Rainbow printer—$14 


G. P, SOFTWARE 
P.O. Box 571 
W. Long Branch, NJ 07764 


Circle Reader Service Number 415 ao 


C64/128 PUBLIC DOMAIN SOFTWARE 
REQUEST FREE CATALOG or send $2 for sample disk and catalog (RE- 
FUNDABLE). Categories include education, utilities, games, business, 
PRINT SHOP graphics, pre-tested programs and more. Rent for 75¢ or 


buy as low as $1.00 per disk side or for 80¢ for 70 or more. $20 order 
gets 4 free disks of your choice. 
NEXT DAY SHIPPING! 


@ CALOKE INDUSTRIES (Dept. GK) 
% PO BOX 18477, RAYTOWN, MO 64133 


SINCE 1986 


Circle Reader Service Number 181 


mea DISK MAGAZINES FOR 64 & 128 4 


Great Programs & Articles From Both Sides of the Atlantic! 
C64 ALIVE! is U.S. produced. LIGHT DISK and clubLIGHT are UK produced, 
C64 ALIVE! Sample disk $3: 5 issues ending 12/92 $20; 6 issues starting 1/93 $25 
clubLIGHT Single issue $5 
LIGHT DISK (only 4 issues) 8 Disks $30 
LIGHT DISK and clubLIGHT are for 64/128 — C64 ALIVE! is 64 only 
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IN U.S.: Jack Vander White, C64 ALIVE!, P.O. Box 232115, Sacramento, CA 95823 
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Circle Reader Service Number 229 


DEPENDABLE SERVICE FOR YOUR COMMODORE! 
C-64, 1541, C-128, or 1571:==FAST Turnarounn! 


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charge, estimate only is $20. * Include power supply. 


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Pittsfield, MA 01201 


(413) 442-9771 


Circle Reader Service Number 242 


yf WINGS OF CE 
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Upgrade your Commodoara systam 
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APRIL 1993 COMPUTE G-11 


G-12 


Missing text, 
saving 

partially entered 
programs, 
border graphics, 
and more 


COMPUTE APRIL 1993 


FEEDBACK 


Bug-Swatter 

After the January issue was 
printed, we noticed that two 
lines of type in John Elliott's 
feature, “Thanks for the Mem- 
ory,” were lost at the printers. 
Here's what you missed. 

The top of page G-4 
should read "Since it installs in- 
ternally in the 64 and 128 and 
their drives.” 

And the article ends on 
page G-6 with “to the point 
that you can challenge the ca- 
pabilities of machines costing 
thousands more.” 

Although there wasn't 
much text left out, the omis- 
sions certainly made for con- 
fusing reading. 

The mailing address listed 
in the review of Invoice Writer 
Il (December 1992) is incor- 
rect. To order this program, 
send $10 to Maurice Randall, 
P.O. Box 606, Charlotte, Mich- 
igan 48813. We regret print- 
ing the old address. 

Herbert Bradle of Beth- 
page, New York, had trouble 
with line 0979 of Sub Attack II 
(August 1992). MLX would 
not accept it. We found that a 
printing imperfection caused 
the Fin the last value to look 
like an E. Line 0979 should 
read as follows. 


0979:25 AQ 1C 47 09 18 AS 80 FC 


Save Before Quitting 

When entering a program 
from Gazette, | often am inter- 
rupted before | can enter the 
entire program. When this hap- 
pens, | turn off the peripherals 
but leave the computer on un- 
til | can resume typing. On oc- 
casion, several days elapse 
before | can return to the pro- 
gram. How can | save the por- 
tion of the program already 
typed in? This happens in BA- 
SIC, and with MLX, escape is 
impossible. Retyping the en- 
tire program from the begin- 
ning is very frustrating. 

JACK CHRISTLAW 

LIVONIA, MI 


Many Gazette program list- 
ings are quite long, and typ- 
ing them in at one sitting is of- 
ten impractical if not impossi- 
ble. It’s not necessary, howev- 
er, to leave your computer on 
with the program in memory 
until you can enter the entire 
listing. It's quite easy to work 
on incomplete programs, add- 
ing to them whenever it's con- 
venient. 

When you're typing in a BA- 
SIC program from Gazette 
and you have to quit before 
you've entered the entire list- 
ing, simply save what you've 
entered so far. Give it a file- 
name and save it with the Usu- 
al SAVE command. When 
you're ready to resume work 
on it, load the file—but don't 
try to run it—and simply re- 
sume typing where you left 
off. If you can't remember 
which was the last line you en- 
tered, list the program to find 
out. The last line in the listing 
will be where you left off. 

You can repeat this proc- 
ess any number of times until 
the entire program has been 
entered. Just be sure to save 
the current version with a 
unique filename. You may 
want to add a number to 
each filename to identify the 
latest version: PROGRAM1, 
PROGRAM2, and so on. If 
you like, you can scratch ear- 
lier versions to clear them 
from your disk. Just be sure 
to save your final version be- 
fore you attempt to run it. 
Your program could contain 
syntax errors and more seri- 
ous problems that could 
cause it to crash. 

When entering a machine 
language program with MLX, 
our machine language entry 
program, the process is han- 
dled by means of a menu. 
When you run MLX, a Com- 
mand menu appears before 
you start work. It presents op- 
tions to enter data, display da- 
ta, load a file, save a file, and 
quit. When you begin typing 


in a program, you enter the 
starting and ending address- 
es and then the data itself. 
Should you decide to quit dur- 
ing a session, press Return at 
the beginning of a line, and 
the menu will reappear. Note 
the address where you stop 
since you'll need it when you 
begin work again. Select the 
Save option from the menu 
and enter a filename with 
which to save the data that 
you've entered so far. 

When you're ready to re- 
sume work, load and run MLX 
again, using the same start- 
ing and ending addresses 
that are listed in the maga- 
zine. Select the Load File op- 
tion from the menu and load 
your incomplete program. Af- 
ter the program loads, the 
menu will reappear. Select 
the Enter Data option, but 
this time use the address 
where you left off to resume en- 
tering data. If you want to 
check what you've entered so 
far, use the Display Data op- 
tion to see it. 

For more complete informa- 
tion about using MLX, read 
the instructions that are print- 
ed with its listing. MLX is print- 
ed in Gazette several times a 
year. You may also write to 
“Typing Aids” in care of our 
Greensboro office for a free 
copy of MLX and The Automat- 
ic Proofreader. 


Above the Border 

| have tried and tried to figure 
out how software program- 
mers make graphics appear 
over the border. Could you ex- 
plain how to do this and how 
to utilize it in my own pro- 
grams? 

MATT PAKES 

PLANO, TX 


Graphics that appear in the 
border areas are normally 
sprites. These are the most 
easily implementable objects 
not constrained by border di- 
mensions. Although sprites 


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Circle Reader Service Number 145 


Changing the disk 


drive number via the 


hardware method, 


and enhancements to 


G-14 


File Logger 


COMPUTE APRIL 1993 


FEEDBACK 


can occupy positions beyond 
the border, they're not normal- 
ly visible because the border 
has a higher priority than the 
sprites. In other words, the bor- 
der is the last thing drawn. 

The way to actually display 
sprites over the border in- 
volves fooling the VIC display 
chip into not knowing where 
the border is supposed to 
Start. This is done with the ver- 
tical fine-scrolling function. By 
setting the SCROLY register 
at location 53265 ($D011) to 
25-row mode and then switch- 
ing.to 24-row mode in the last 
line of text (by using a raster 
interrupt), the VIC chip never 
realizes that it should begin 
displaying the border, The 
top and bottom portions of 
the border disappear. 

To learn the details of ras- 
ter interrupts and how to use 
them for border graphics, you 
might try reading Commodore 
64 Programmer's Reference 
Guide from Commodore and 
Mapping the 64 from COM- 
PUTE Books, 


Cutting Jumpers 

| have two 1541 disk drives 
and want to change the ad- 
dress of one of them via the 
hardware method. | followed 
the instructions in the owner's 
manual but can't tell which 
wires are the jumpers in ques- 
tion. Please help. 


M. A. BROWN 
GREENSBORO, NC 


The “jumpers” referred to in 
the instruction manual are ac- 
tually two round disks of sol- 
der, each about % inch in di- 
ameter. Each disk is separat- 
ed into semicircles, with a thin 
strand of solder connecting 
each half. 

Unplug the power cord 
from the wall and open the 
disk drive following the instruc- 
tions in the user's manual. 
The jumpers are found near 
the center of the circuit 
board, toward the front. Jump- 


er 1 is nearest the front. 

Changing the device num- 
bers is accomplished by tak- 
ing a sharp, pointed object 
and scratching away the thin 
strand of solder connecting 
the two halves on one or both 
of the jumpers. Do this very 
carefully so you don't dam- 
age the circuit board or any 
other components. 

Here's a chart showing 
which device numbers are pro- 
duced when you cut various 
jumpers in your drive. 


Jumper New Device 
Cut Number 
None 8 

1 9 

2 10 

1 and 2 1 


Changing the disk drive num- 
ber via the hardware method 
is permanent unless you're 
handy with a soldering iron; 
so don’t do so unless you 
have to. If you're unsure 
about exactly what you're do- 
ing, have your local Commo- 
dore dealer do the modifica- 
tions for you. 


File Logger Update 

I've just finished loading and 
testing Roger Bachelder's 
File Logger program (June 
1992). It's a good program, 
but I've come up with an en- 
hancement. The following 
lines can be added. 


425 IF ASC(KS)>191 THEN 
K=ASC(KS+CHRS(0))-192: 
GOTO 440 


This code will allow the pro- 
gram to handle locked files, 
those that are protected from 
being scratched. 

Also, whenever the original 
version comes across a file 
that has been scratched, it 
lists the file type as XXX. If 
you don't want scratched 
files to be listed at all, then 
add the following line to the 
program. 


375 IF KS="" ” THEN 520 


DONALD KLICH 
MT. PROSPECT, IL 


Rename Disk 

In order to keep track of my pro- 
grams in an orderly fashion, I'd 
like to change the disk name 
to something more meaningful 
that would correspond to the 
disk’s contents. Without format- 
ting and naming a new disk 
and copying the files to it, is 
there a simple way to change 
a disk’s name? 


JIM MASTRANGELO 
LAWRENCE, KS 


Here’s a short program that 
should do the trick. It asks for 
the new disk name; pads its 
length to the required 16 char- 
acters; opens disk and direct 
access channels 15 and 8; 
reads track 18, sector 0 into a 
buffer; moves the buffer point- 
er to the first byte of the disk 
name; puts the new name in 
the channel 8 buffer, replac- 
ing the old name; writes the 
buffer and name to the disk; 
and then closes the channels. 


10 INPUT“NEW DISK NAME”;NNS 

20 IF LEN(NNS)<16 THEN NNS 
=NN$+CHRS(160):GOT020 

30 IF LEN(NNS)>16 THEN 
NNS=LEFTS(NNS, 16) 

40 OPEN15,8,15,"'1" 

50 OPENS,8,8,"°#" 

60 PRINT#15, “U1:"8;0;18:0 

70 PRINT#15, ‘“B-P:"8;144 

80 PRINT#8, NNS; 

90 PRINT#15,““U2:"8;0;18;0 

100 CLOSE8:CLOSE15 


Note that this program 
doesn't affect the disk’s two- 
character ID; it changes the 
name only. Keep a separate 
ID for each disk. 


Send your questions and com- 
ments to Gazette Feedback, 
COMPUTE Publications, 324 


West Wendover Avenue, 
Suite 200, Greensboro, North 
Carolina 27408. a 


PUMP UP 


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Mail this coupon to COMPUTE's 1991 Utilities, 324 West Wendover Ave., Ste. 200, 
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STEP lets your 

64 count in 
increments greater 
than or 

less than 1. 


G-16 


COMPUTE APRIL 1993 


BEGINNER BASIC 


Larry Cotton 


THROUGH A LOOP 
IN STEPS 


Continuing with our look at 
FOR-NEXT loops, this month 
we'll examine STEP, an option- 
al BASIC keyword used inside 
these loops. Whenever STEP 
is omitted, the counter inside 
a FOR-NEXT loop increases in 
increments or steps of 1. If we 
assign a number to STEP, it in- 
creases—or decreases if it's a 
negative number—in incre- 
ments of that number. Here's 
an example that prints the odd 
numbers from 1 to 10. 


10 FOR T=1 TO 10 STEP 2 
20 PRINT T 
30 NEXT 


To print the even numbers, 
use FOR T=2 TO 10 STEP 2. 
STEP can be either positive 
or negative. The following will 
count down from 10 to 1. 


10 FOR T=10 TO 1 STEP -1 
20 PRINT T 
30 NEXT 


STEP can also have a deci- 
mal value. 


10 FOR T=1 TO 10 STEP .5 
20 PRINT T 
30 NEXT 


Run this, and it will spit out a 
column of numbers from 1 to 
10 in steps of .5: 1, 1.5, 2, 
2.5, 3, and so on. 

Here's a short program 
that makes use of a couple of 
machine language routines to 
plot a sine wave on the 64 or 
128's high-resolution screen. 
You can see how various val- 
ues of STEP influence how 
fast and completely the sine 
wave is drawn. 

SB 16 FORT=49152T049327:READA: 
POKET,A:NEXT 

JP 20 POKE820,14:REM SCREEN CO 
LOR 

MC 3@ K=256:XL=828:YL=830:M=49 
152:A=90:B=48:C=20 

PR 40 SYS49262:REM COLOR/CLEAR 

PF 5@ REM MAX X=255! 


CG 60 FORX=@TO255STEP.5 
DF 70 Y=INT(A+B*SIN(X/C)) 
XX 86 GOSUB100:NEXT 
JK 98 GOTO9d 
PA 1006 POKEXL,X:POKEYL,¥:SYSM: 
RETURN 
SG 1609 DATA169,0,133,254,56,1 
69,199,237,62,3,72,41, 
248,10,38,254,10,38,25 
4,18,38 
PK 1610 DATA254,72,141,64,3,16 
5,254,141,65,3,104,10, 
38,254,10,38,254,109,6 
4,3,133 
QM 1626 DATA253,165,254,109,65 
+3,133,254,173,66,3,41 
,248,101,253,133,253,1 
73,61,3 
CP 1030 DATA1G1,254,133,254,16 
4,41,7,101, 253,133,253 
1165,254,105,32,133,25 
4,173,660 
CC 1048 DATA3,41,7,170,189,101 
7192,141,63,3,166,0,17 
7,253,13,63,3,145,253, 
96,128 
FB 1050 DATA64,32,16,8,4,2,1,8 
G,169,8,13,24,208,141, 
24,208,169,32,13,17,20 
8,141,17 
PR 106 DATA208,169,63,133,216 
1169,0,133,215, 168,145 
1215,160,63,162,32,145 
7215,136 
HM 1076 DATA2G8,251,198,216,20 
2,208,246,169,4,133,23 
2,169,0,133,231,168,17 
3,52,3 
GS 1086 DATA162,4,145,231,200, 
208,251, 230,232,202,20 
8, 246,96 


STEP appears in line 60. 
Try changing its value and 
note the effect when you run 
the program again. Even if 
you don’t understand what's 
happening in this program, 
you can see the immediate val- 
ue of STEP in a FOR-NEXT 
loop. Incidentally, to restore a 
normal BASIC screen, hold 
the Run/Stop key and tap the 
Restore key. 

Another valuable use for 
STEP is to create interesting 
sounds. Here's a short pro- 
gram that plays a truly funky 
sound. 

GF 16 FORL=54272T054295:POKEL, 
@:NEXT: POKES4296,15 

FQ 20 FORD=1T0500:NEXT 

KS 30 POKE54278,255 

HA 40 POKES4287,4 

XM 5@ POKES4276,23 

HH 60 FORA=1TO13@STEP.3 

DP 70 POKE54273,A 


AK 80 NEXT 
DA 94 POKE54278,0 


Again, STEP is in line 60. 
The decimal parts of the val- 
ues aren't actually poked to 
54273 in line 70, but the 
STEP size slows the program 


just enough to enhance the 
sound. Changing the STEP 
size and other values in the 
program creates an infinite va- 
riety of otherworldly sounds 
that you may want to try. 

Right now I'm going to de- 
part from my usual column 
and include a few para- 
graphs that you might expect 
to read in “World View.” | was 
in Germany late last year and 
picked up a copy of 64’er 
(das Magazin fur Computer 
Fans). The machine is definite- 
ly alive and kicking on the oth- 
er side of the Atlantic. Here 
are some of the highlights of 
this German publication for 
64 and 128 users. 

The 64 was prominently fea- 
tured in many ads at around 
233 Deutsche marks (about 
$150). Other items offered in 
ads were 1541 disk drives 
(about $160); a mouse; the Fi- 
nal Cartridge; scanners; digitiz- 
ers; and, of course, viele Spie- 
le (many games). 

Speaking of games, the 
“64'er Hit Parade” contained 
a list of the ten hottest sellers 
in Germany: Turrican 2 (Rain- 
bow Arts), Zak McKracken (Lu- 
casfilm Games), Turrican (Rain- 
bow Arts), Pirates (Micro- 
Prose), Maniac Mansion (Lu- 
casfilm Games), Grand Prix 
Circuit (Accolade), Last Ninja 
3 (System 3), Oil Imperium (Re- 
line), Creatures 2 (Thalamus), 
and Tetris (Mirrorsoft). 

The articles are in German, 
but if you read that language, 
you could enjoy articles on 
copy protection schemes, a 
program of the month (submit- 
ted by readers), fast loaders, 
MIDI, 3-D high-resolution imag- 
es, and readers’ games that 
would fit in 2K. 

Regular columns include 
“Assembler Corner,” “Profi Cor- 
ner” (a disk control program 
in ML), and “Software Cor- 
ner." One column attracted 
my attention so that | felt com- 
pelled to translate completely. 
It was “BASIC Corner.” O 


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G-17 


Encrypt and decrynt 


secret messages 


using a keyword and 


G-18 


your 64, 


COMPUTE APRIL 1993 


MACHINE LANGUAGE 


Jim Butterfield 


ENCRYPTION 


There's no security in substitu- 
tion ciphers, but there are a 
number of simple encryption 
methods that cannot be bro- 
ken too easily. A simple exam- 
ple is the Vignére method of en- 
cryption, which uses a key- 
word to encode each letter of 
the message individually. 
Another simple encryption 
technique called a Caesar ci- 
pher adds a fixed value to 
each letter. If we add 3 to 
each letter, Abecomes D, Bbe- 
comes E, C becomes F, and 
so on. (At the top of the alpha- 
bet, letters wrap around, so 
that Z becomes C.) To de- 
code, we would subtract 3. 
The Vignére cipher, in con- 
trast, adds a different value to 
each letter; these values are 
taken from a keyword. 
Suppose our Vignére key is 
the word COMPUTE. The first 
letter, C, is the third letter of 
the alphabet, so we could off- 
set the first character of our se- 
cret message by 3. The 15th 
letter is O, and the 13th is M. 
So the second and third char- 
acters of our message would 
be offset by 15 and 13, respec- 
tively. In this way, a simple mes- 
sage such as FEED ME would 
be ciphered to read ITRT HY. 
Note that the three Es in the 
original text become three dif- 
ferent letters in the cipher 
text. To decrypt the message, 
you would need the key, and 
you would subtract the offset. 
Let's write a simple Vignére 
ciphering program using the 
word COMPUTE as our key. It 
will encode only unshifted al- 
phabetic characters. The 
code starts at hex address 
2000, decimal 8192; at that 
point, we reset our pointer to 
the start of the keyword. 
2000 A2 00 LDX #$00 
Then we get the next char- 
acter from our key string. At 
the end of our key, we'll reset 


X and do it again. After we 
get our key character, we 
move X to the next position. 


2002 BD 3F 20 LDA $203F,x 
2005 FO F9 BEQ $2000 
2007 £8 INX 


Reduce the key character 
to a number in the range 0- 
31 and store it. A valid alpha 
character will be in the range 
1-26. If we are encoding, 
we'll add this value; if decod- 
ing, we'll subtract. 


2008 29 3F AND #$3F 
200A 8D 01 21 STA $2101 


Time to input from the key- 
board. Save the X register, 
get the input key, and restore 
the register. If there’s no key 
pressed, do it all again. 


200D 
2010 
2013 
2016 
2017 


8E 00 21 STX $2100 
20 £4 FF JSR SFFE4 
AE 00 21 LDX $2100 
A8 TAY 

FO F4 BEQ $2000 


If the input is not in the range 
A-Z, skip the enciphering. 


2019 C9 41 CMP #$41 
201B 90 1A BCC $2037 
201D C9 5B CMP #$5B 
201F BO 16 BCS $2037 


We encipher by adding the 
key value. On the other hand, 
if we are deciphering, the 
next two bytes will be 
changed to read $38, $ED 
(SEC, SBC) so as to subtract 
the value. 


2021 18 CLC 
2022 6D 01 21 ADC $2101 


We'll skip over some code 
that adjusts the character if 
the math takes it above or be- 
low the A-Z range. The adjust- 
ment basically adds or sub- 
tracts 26, the number of let- 
ters in the alphabet. 

The enciphered character 
is printed, and we go back to 


get another key value. 


2031 20 D2 FF JSR $FFD2 
2034 4C 02 20 JMP $2002 


If the input character was not 
in the cipher range, we print 
it. If it's a Return, we quit. 


2037 20 D2 FF JSR $FFD2 


203A C9 OD CMP #$0D 
203C DO CF BNE $200D 
203E 60 RTS 


Tacked onto the end is the 
cipher key. There's plenty of 
room for your own key here; it 
may be longer. Don't forget to 
put a binary O at the end. 


203F 43 4F 4D 50 55 54 45 00 
:COMPUTE 


The BASIC program is 
straightforward. It's set for en- 
coding; to decode, change 
lines 130 and 240 to the val- 
ues in the REM statements. 

To encrypt a multiline mes- 
sage, call SYS 8192 for the 
first line and SYS 8194 for the 
remainder. That way, the key 
won't be reset for each line, 
and your code will be harder 
to break. 


100 DATA 162,0,189,63,32,240, 
249,232,41,63 

110 DATA 141,1,33,142,0,33,32, 
228,255,174,0,33,168 

120 DATA 240,244,201,65,144,26, 
201,91,176,22 

130 DATA 24,109: REM 56,237 

140 DATA1,33,201,91,144,2, 
233,26,201,65,176,2,105,26 

150 DATA 32,210,255,76,2,32,32, 
210,255,201,13,208,207,96 

160 DATA 67,79,77,80,85,84,69,0 

170 REM THE ENCRYPTION KEY 
SPELLS COMPUTE 

200 FOR J=8192 TO 8262 

210 READ X:T=T+X 

220 POKE J,X 

230 NEXT J 

240 IF T<>7730 THEN STOP: 
REM 7890 

300 PRINT “ENTER LINE OF 
TEXT:” 

310 SYS 8192 a 


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G-20 


Destroy data, 
speak pig Latin, 
print SEQ 

files, and more. 


COMPUTE APRIL 1993 


PROGRAMMER’S PAGE 


Randy Thompson 


PROGRAMS FROM 
READERS 


Here are some more interest- 
ing, useful, and amusing tips 
submitted by our readers. If 
you have a good program- 
ming tip, I'd like to see it. 


Disk Unformatter 

A reformatted disk still holds 
your old data—just the disk's 
directory and BAM (Bit Alloca- 
tion Map) are actually erased. 
In fact, any hacker with a 
disk editor could resurrect 
most if not all of your data. If 
you want absolute data secu- 
rity or if you're just plain para- 
noid, use the following pro- 
gram to erase a disk complete- 
ly. WARNING: Be sure you 
don't have any important da- 
ta on the disk in your drive 
when you run this program. 


UNFORM 


CS 18 AS="M-E"+CHRS (5) +CHRS (2) 
?FOR I= TO 33:READ AzAS 
=AS+CHRS (A) :NEXT 

RQ 20 OPEN 15,8,15:PRINT#15,A$ 
:CLOSE 15 

MD 30 DATA 162,1,32,26,2,126,1 
69,206,32,21,254,88,166, 
6,232,224,41, 208,239,162 

PM 40 DATA 18,134,6,169, 246,13 
3,0,36,0,48,252,76,9,254 


This program essentially de- 
stroys the disk’s DOS format- 
ting—thus the name Disk Un- 
formatter. If you want to use 
the disk, you'll have to format 
it once again. 


HONG PHAM. 
ANTIGONISH, NS. 
CANADA 


Habla Ig-Pay Atin-Lay? 
Here’s an amusing program 
that translates English (or any- 
thing else you throw its way) in- 
to the ever-popular language 
known as pig Latin. 


PIG LATIN 


XJ 16@ PRINT:INPUT "ENTER WORD 
"JAS:IF AS="" THEN END 
X=1:MS=MIDS (AS, 2,1) :1F 
{SPACE}MS="H" OR MS="L" 
OR MS="R" THEN X=2 
PRINT MIDS(AS,1+X) ;"-"; 
MIDS(AS,1,X)+"AY" 
PRINT:PRINT "ANOTHER WO 


EM 116 


MQ 124 


EG 136 


RD (¥ OR N)?" 
KG 146 GET KS:IF KS<>"y" 
S<>"N" THEN 140 
DP 150 IF KS="¥" THEN 100 
SCOTT LANG 
TIGARD, OR 


AND K 


Persistent Colors 

Run this program to set your 
screen's colors, and they'll 
stick around—even after you 
press Run/Stop-Restore. 


COLORS 


HM 1@@ REM COLOR RESTORE 

AR 116 FOR I=52992 TO 53042:RE 

AD D:POKE I,D:C=C+D:NEX 

as 

IF C<>67@5 THEN PRINT " 

ERROR IN DATA STATEMENT 

S":END 

INPUT "BORDER COLOR (@- 

15) "5B 

POKE 53280,B 

INPUT "BACKGROUND COLOR 
(8-15) "7B 

POKE 53281,B 

INPUT "CURSOR COLOR (6- 

15) "7B 

POKE 646,B 

SYS 52992 

DATA 173,134,2,141,166, 

207,173,33,208,141,162, 

207,173,32,208 

DATA 141,161,207,162,29 

,160,207,142,0,3,146,1, 

3,96,172 

DATA 160,207,146,134,2, 

172,161,207,140,32, 208, 

172,162,207,140 

DATA 33,208,76,139,227, 

8 


PH 120 


KP 1306 


EB 140 
RH 150 


JC 160 
aS 170 


DS 180 
AE 190 
XE 200 


os 210 


QF 226 


HK 230 


This program is designed 
to work on the 64 only. 


GEZA LUCZ 
KINIZS!, HUNGARY 


Sequential File Printer 

Greg Waggoner wrote this pro- 
gram to help a friend set up a 
BBS. It sends sequential text 
files to the screen or the print- 
er. While reading or printing a 
file, you can pause the pro- 
gram by holding down the 
Shift key or abort the program 
by pressing the Back Arrow 
key. When the program reach- 
es the end of a file, it stops 
and asks you to enter anoth- 
er filename. Just press Return 
to exit the program. 


FILE PRINT 
RR 10 PRINT "{CLR}":D=8 
XM 26 PRINT:ES="":INPUT "PILEN 


AME";FS:IF FS="" THEN EN 
D 
GP 3@ OPEN 15,D,15:OPEN 8,D,8, 
"Oz"+FS+",S,R":CLOSE 8:1 
NPUT#15,E£,E$:CLOSE 15 


XG 48 IF E THEN PRINT E$:GOTO 


{SPACE}24 

PRINT "{RVS)S{OFF}CREEN 
{SPACE}OR {RVS}P{OFF}RIN 
TER?" 

GET K$ 

IF KS="S" THEN 160 

IF KS="P" THEN 158 

GOTO 66 

OPEN 8,D,8,"G:"+FS+",S, 

RM" 
RK 110 IF PEEK(653)=1 THEN 110 
HB GET KS:IF KS="<" THEN C 
GoTo 20 
GET#B,AS:IF ST=64 THEN 
{SPACE}CLOSE 8:GOTO 20 
PRINT AS;:GOTO 114 
OPEN 8,D,8,"Q:"+FS+",S, 
R":OPEN 4,4,7 

IF PEEK(653)=1 THEN 160 
GET KS:IF KS="<" THEN C 
LOSE 8:CLOSE 4:GOTO 20 
GET#8,AS:IF ST=64 THEN 
{SPACE}CLOSE 8:CLOSE 4: 
GOTO 26 
GK 199 PRINT#4,A$;:GOTO 15 


GREGG WAGGONER 
OLNEY, TX 


Fs 50 


MB 66 
MQ 76 
RA 86 
FH 96 
Qu 100 


EQ 130 


FD 140 
EB 150 


GQ 168 
PQ 178 


PB 180 


Ascending Tones 

You've probably seen (and 
heard) programs that pro- 
duce clicks whenever you 
press a key, but this program 
is a little more melodic. When 
you type or enter code, you'll 
hear an ascending tone as 
the cursor moves toward the 
tight side of the screen. 
Press Return, and the tone re- 
turns to where it started. 


TONES 


BP 106 FOR 1=49152 TO 49228:RE 
AD D:C=C+D:POKEI,D:NEXT 
IF C<>9456 THEN PRINT"E 
RROR IN DATA STATEMENTS 
":STOP 

$YS49152 

DATA 126,169,43,162,192 
7141,26,3,142,21 

DATA 3,162,25,169,0,157 
255,211, 202,208 

DATA 256,169,63,141,5,2 
12,169,240,141,6 

DATA 212,169,17,141,4,2 
12,169,15,141,24 

DATA 212,88,96,166,203, 
224,64,240,18,169 

DATA 17,141,4,212,165,2 
11,105,14,141,1 

DATA 212,141,0,212,76,4 
9,234,169,16,141 

DATA 4,212,76,49,234,23 
1212 


R. THOMPSON 
EUGENE, OR 

Send your programming 
tips and tricks to Program- 
mer's Page, COMPUTE's Ga- 
zette, 324 West Wendover Av- 
enue, Suite 200, Greensboro, 
North Carolina 27408. We 
pay $25-$50 for each tip that 
we publish. a 


Gs 110 
cP 126 
PX 136 
RF 148 
GP 158 
XF 160 
JD 170 
SJ 180 
xs 199 
DD 200 


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programs for GEOS 


G-22 


that can be 
found on Q-Link. 


COMPUTE APRIL 1993 


GEOS 


Steve Vander Ark 


WHAT’S HOT ON 
QUANTUMLINK 


Programs being written these 
days by people such as Kent 
Smotherman and Irv Cobb are 
so clever and interesting that 
| could almost say we're see- 
ing the golden days of GEOS 
shareware. The pace may 
have slowed, but the quality of 
the work is better than ever. 

We've seen a lot of great 
GEOS programmers over the 
years. Many of them have 
moved on to other platforms, 
but their work survives them in 
the GEOS libraries on Quan- 
tumLink. Here's a brief tour of 
the latest Q-Link uploads. 

One of the recent uploads 
to Q-Link has done what 
everyone knows can't be 
done: change BSW, the 
GEOS system font. Irv Cobb is 
the fellow responsible for do- 
ing the impossible with his re- 
cent file CHANGE-BSW.ARC 
(uploaded by Irv Cobb). 

This little AUTO-EXEC file 
will change the system font, 
BSW 9 point, into one of sev- 
eral other 9-point fonts during 
boot. You heard right: The sys- 
tem font, the untouchable and 
often unreadable BSW, is no 
longer out of reach. This file in- 
cludes four fonts you can use, 
including a boldface version 
of BSW. This program runs on 
the 64 or the 128, but affects 
only the 40-column system 
font. Irv is promising a version 
which will change the 80-col- 
umn BSW as well. 

Kent Smotherman has 
been pouring out scads of 
neat little GEOS programs late- 
ly. His latest wonders are a 
chess recordkeeper (CHESSE- 
CRETARY2, uploaded by 
Kent LS) and a_ utility 
(BOOTIE) that automatically 
fires up AUTO-EXEC files on 
any drive other than the one 
you're booting from. 

Those who have gritted 
their teeth and struggled with 


the mouse editor in Preferenc- 
es will appreciate another of 
Kent's programs. Mouser al- 
lows you to browse through 
photo albums, find a likely 


bitmap, and copy it to your 


pointer. A file called MICE, al- 
so uploaded by Kent, is a 
small album of likely images. 
Gateway users in particular 
will appreciate Kent's directo- 
ry manager program (DIRMAS- 
TER, uploaded by Kent LS), 
With Directory Master you can 
sort and rearrange GEOS disk 
directories to your heart's con- 
tent. It runs perfectly well un- 
der Gateway, a program 
which has needed a way to 
organize directories efficiently. 
Directory Master includes fea- 
tures to make easier the mun- 
dane task of keeping every- 
thing straight and orderly. 
Kent is continually adding 
to the libraries, so by the time 
you get there to look around, 
you might very well discover 
more treasures with his name 
on them. All Kent's programs 
are specifically designed for 
the 64, but many of them will 
work just fine on the 128, 
There's plenty more. One 
which | will certainly be using 
is Diskmaster, uploaded by Ste- 
ven E. Eyrse. (His onscreen 
name is ScenicFilm.) This utili- 
ty changes master disks to reg- 
ular GEOS disks, which 
means that you no longer 
have to move files to the bor- 
der of your boot disk in order 
to throw them out. The current 
version changes the disk stat- 
us only temporarily, since 
GEOS changes it back auto- 
matically the next time you re- 
boot. A more permanent ver- 
sion has been promised. 
Another program from Sce- 
nicFilm is Calcmove. The cal- 
culator desk accessory is slight- 
ly modified by this program to 
appear at a new, user-speci- 
fied position. The whole proc- 
ess is as easy as a few mouse 
clicks, and the result can 
make the calculator even 


more useful by getting it out of 
the way of your work. Steve's 
programs are specifically writ- 
ten for the 64. 

Take a look in the other librar- 
ies of GEOS files, and you'll 
find more treasures waiting for 
you. In the font library, for ex- 
ample, you'll find several new 
LQ fonts to be used with 
GEOS LQ, the incredible new 
printer control system found in 
CMD's Perfect Print collection. 
Try BLKLETTERS LQ upload- 
ed by Aqua Regia or ITAL- 
IQUE LQ by JonS1. 

George Wells has upload- 
ed a complete selection of 
printer drivers to support the 
Epson-compatible 9- and 24- 
pin printers. These drivers do 
everything from printing in mul- 
tiple passes to printing color 
documents in shades of gray. 
Just wander into those librar- 
ies, and you'll find his excel- 
lent files everywhere. 

So, what impossible things 
will these talented folks think 
of to do next? You never 
know, There are still a few ap- 
plications GEOS lacks. For ex- 
ample, itneeds a terminal pro- 
gram to support 2400 bps and 
an 80-column desktop publish- 
ing package. My personal 
dream is to see a presentation 
program that will let the user 
create a script similar to a Hy- 
perCard stack on the Macin- 
tosh and display screens of in- 
formation, complete with sup- 
port for multicolor graphics, 
geoRAW digitized sounds, 
and SID music files. The basic 
concept is straightforward, 
and the Commodore is certain- 
ly capable of doing the job. 

What about you? If you 
have any great ideas for 
GEOS programs, let me 
know. I'll keep track of them 
and, if | get enough good sug- 
gestions, I'll publish a wish list 
in an upcoming column. You 
can contact me through this 
magazine, or electronically on 
Q-Link (SteveV14), or GEnie 
(S.VANDERARK). a) 


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of 


Combine a variety 
ingredients with a 
healthy dash of 


imagination to create 
a multimedia stew. 


G-24 


COMPUTE APRIL 1993 


D'IVERSIONS 


Fred D'Ignazio 


MULTIMEDIA 
MULLIGATAWNY 


When three science teachers 
came to my multimedia work- 
shop recently, they brought 
lots of raw materials to make 
their own multimedia lessons. 
They brought pages of leaves 
from their leaf collections. 
They brought their bug collec- 
tions. They also brought their 
Encyclopedia of Animals vid- 
eodisc collection from Optical 
Data. As soon as they arrived 
at.my workshop, the teachers 
got busy making things. 

They propped their bugs on 
amusic stand and used a vid- 
eo camera to scan color imag- 
es of the insects into the com- 
puter. They put pages of 
leaves facedown in my 
Howtek personal color scan- 
ner and created beautiful, full- 
color computer images of the 
foliage. They used my color 
and gray-scale hand scan- 
ners from Logitech to capture 
photographs they had 
brought from manuals, guide- 
books, and personal photo 
collections. 

They captured sounds 
from audio CDs: surf breaking 
on the coast in Cape Cod; 
fierce, crashing waves in a chill- 
ing winter storm; soft sounds 
of water lapping on a creek 
bed; wind whistling through 
trees; leaves flapping and 
crunching in late fall; and 
bugs humming and buzzing. 

The teachers brought 
these materials from their 
“teacher drawers” and “teach- 
er closets.” They were science 
specimens and slices of the re- 
al world that spiced up chil- 
dren's lessons and brought a 
tired, dusty curriculum to life. 

In my workshop, the teach- 
ers learned how to use a com- 
puter to stir these ingredients 
into a rich multimedia stew 
filled with sounds, captions, 
still images, video, and back- 
ground music. Next they took 


turns collecting video bites of 
their colleagues. These were 
tiny video and audio clips of 
each teacher explaining key 
concepts or describing the 
specimens. We turned these 
tiny clips into pop-up windows 
on the computer screen. We 
wove them into a minitutorial 
and a pop quiz on inverte- 
brate animals such as the 
amoeba, the volvox, and the 
vorticella. 

| think of my multimedia 
classroom as a kitchen for as- 
piring multimedia chefs. The 
teachers and students bring a 
hodgepodge of potluck curric- 
ulum materials to my kitchen, 
and | teach them how to cook 
up a delicious multimedia 
dish. 

What kinds of ingredients 
do my multimedia recipes call 
for? Almost anything will do! 
Teachers come to my work- 
shops hauling boxes of stuff, 
including old photos, leaves, 
bugs, fish, textbooks, crafts, 
sculptures, paintings, chil- 
dren's pictures, art, souvenirs, 
fossils, rocks, tree branches, 
CDs, tapes, videos, musical 
instruments, library books, but- 
tons, stamps, playing cards, 
trading cards, and so on. 

In my multimedia work- 
shop, | show my apprentice 
chefs how these ingredients 
from the real world add 
sound, color, and moving imag- 
es to their lessons. | encour- 
age them to take this same 
cookbook approach back to 
their classrooms to make their 
lessons more meaningful and 
exciting for their students. 

In the multimedia kitchen, | 
stress that the two most impor- 
tant ingredients are your body 
and your imagination! Recent- 
ly, | worked with a group of 
math teachers. What does 
math have to do with multime- 
dia? A lot, really, when you 
remember that most children— 
and most adults—are mathpho- 
bic because they can't visual- 
ize math concepts and can't 


apply math rules and symbols 
to everyday problems. 

| challenged my math 
chefs to cook up some math- 
ematical concepts using only 
their bodies and the tables 
and chairs in our classroom. 
Over the next hour of the work- 
shop | was amazed at all of 
the ingenious—and hilarious— 
concoctions that the chefs 
dreamed up. Here are a few of 
their scenarios. 


¢ Ahuman fraction consisting 
of three math teachers kneel- 
ing on top of a table and 
four kneeling underneath a 
table. 

¢A moving equation of 
“sets"consisting of teachers 
rushing in and out of groups 
based on their ages, 
heights, gender, grades 
taught, and big numbers 
they wore on their name 
badges. 

« A human graph made up of 
three teachers of ascending 
height holding up a fourth 
(much thinner) teacher de- 
monstrating a line on a 
graph with a positive slope. 


Each time a team of chefs 
presented a math concept, 
we captured the concept on 
video as a still image inside 
the computer. We entered a 
computer paint program and 
added captions and arrows to 
the image. Then, we digitized 
a math teacher's voice, and 
challenged students to identi- 
fy the concept correctly. 

If you were called into the 
kitchen, what kind of multime- 
dia potluck could you bring to- 
gether? What kind of multime- 
dia dish would it be fun for you 
to cook up? What special 
sights, words, and sounds 
can you combine that will 
bring a subject you love to 
life? You might have the poten- 
tial to become a gourmet mul- 
timedia cook or at least a short- 
order chef at a multimedia fast- 
food restaurant. a 


PROGRAMS 


DROP-DOWN MACROS 


By Richard Penn 

There are many utilities for programming 
the function keys on the 64—many even 
double the available number with key 
combinations to 16. The trouble is, the 
more function key combinations you 
have, the harder it is to remember what 
they all do. With 16 key combinations to 
remember, it isn’t exactly obvious what 
Shift-Ctrl-f5 does. 

With Drop-Down Macros you'll never 
forget which function key combination to 
press. This utility for the 64 lets you select 
any of 16 macros from a pull-down menu. 
Simply highlight your choice with the cur- 
sor keys and hit Return to execute the 
macro. That command then executes as 
if it were typed on the keyboard. For fast- 
er operation, all 16 macros have function 
key shortcuts too. 

You can say good-bye to cumber- 
some key commands and CHR$ codes 
that other programs require for defining 
function keys. With Drop-Down Macros, 
programming macros was never easier. 
You can even incorporate or pick up com- 
mands from the screen. 


Getting Started 

Drop-Down Macros is written entirely in 
machine language; enter it with MLX, 
our machine language entry program. 
See “Typing Aids” elsewhere in this sec- 
tion. When MLX prompts you, respond 
with the following values. 


Starting address: COO0 
Ending address: CEFF 


After you've finished typing in the pro- 
gram, be sure to save a copy to disk 
with the name Drop-Down Macros. 


Activation 

To activate Drop-Down Macros, load 
the program with the ,8,1 extension, 
type NEW, and then type SYS 497152. 
Along with a message informing you 
that Drop-Down Macros has been in- 
stalled, you'll see several commands to 
get you started. 


Three Ways 

Drop-Down Macros is flexible and 
friendly. It lets you access macros in 
three ways. You'll probably use the 
menu most of the time. Press Ctrl-Shift 


at any time, and the names of all 16 
macros appear in a window. You can 
cursor to any macro and press Return 
to activate it. If you call the menu and 
then change your mind, press Run/ 
Stop to cancel it. 

Next to each command is its func- 
tion key shortcut. Once you've become 
familiar with a macro, you can bypass 
the menu and activate the macro by 
pressing the appropriate keys. You 
can press f6, for example, to list a 
disk's directory. 

Keys f1-f8 are printed in one color 
on the menu since they're the standard 
function keys. Keys f9-f12 are another 
color to remind you that they're ac- 
cessed by holding down the Commo- 
dore key in conjunction with one of the 
four function keys. Similarly, the last 
four function keys are accessed with 
the Ctrl key. To prevent key conflicts, 
the function keys are disabled while a 
program is running, but the menu still 
works. 


Picking up Macros 

Unlike some utilities, Drop-Down Mac- 
ros makes it very easy to program new 
macros. Simply press Ctrl-Return, and 
you'll be prompted for the key to de- 
fine. Highlight the macro that you want 
to program from the menu and hit Re- 
turn or, alternately, press its function 
key. (As before, press Run/Stop to can- 
cel the menu.) 

Next, you'll be asked to type ina 
name for the macro. This is the five- 
character name that will appear on the 
menu; any characters beyond five are 
truncated. When you've named the mac- 
To, you'll be prompted for the com- 
mand itself. This line of code can be 
up to 80 characters (two screen lines) 
in length. Enter commands in the order 
that they're to be executed and use the 
back arrow (E) to indicate a Return 
keypress. Whenever Drop-Down Mac- 
ros executes a macro in direct mode, 
it will print a “live” Return for each 
back arrow. 

You can also “pick up” commands 
already printed on the screen. When 
Prompted to enter a macro, use the cur- 
sor keys to move the cursor to the line 
that you want to pick up and press Re- 
turn. Drop-Down Macros picks up logi- 
cal lines, so the cursor can be any- 
where on the line when you press Re- 


turn. Also, remember to add a back ar- 
row to the end of a line if you want the 
macro to execute automatically. 

For example, if you're writing a tricky 
macro, first test it in direct mode. 
When it’s working correctly, press Ctrl- 
Return and enter a name. Cursor up to 
the macro, add a back arrow to the 
end of it, and hit Return to pick it up. 

If you need to list a group of lines of- 
ten, put the LIST command in a macro 
that's selected with a single keypress, 
such as f1, 3, f5, or f7. From then on, 
pressing that one function key will put 
you in business. 

When defining macros, note that the 
input routine lets you use all keys (it us- 
es the 64's built-in BASIC editor). This 
can pose problems. Moving the cursor 
past the bottom line, for example, will 
make the screen scroll, and pressing 
Shift-Clr/Home will clear the screen. 
These potential problems are trade- 
offs for the line-pickup feature. 


Saving Macros 

If you've defined several macros and 
want to save them, press Ctrl-D (think 
D for disk) and enter a filename at the 
prompt. To cancel the saving process, 
press Run/Stop-Restore. This will save 
a new copy of Drop-Down Macros 
with your special macros included. To 
reload them, load this file in place of 
the original program. 


Built-in Power 

Drop-Down Macros comes with 16 de- 
fault macros, As you'll see, many of 
these are rather powerful. It's not prac- 
tical to type all of these manually, but 
when they're only a menu away, 
they're very handy to have. Here’s a 
list of the default macros. 

RUN runs the program currently in 
memory. 

ASCII prints a chart of ASCII codes. 
Press Ctrl to slow the listing or Run/ 
Stop to halt it at the desired spot. 

LIST lists the BASIC program that is 
in memory. 

SCREN prints a chart of screen 
codes. As with the ASCII chart, press 
Ctrl to slow the listing or Run/Stop to 
stop it. 

HARD sends the program listing to 
the printer without printing the READY 
prompt at the end of the listing. Make 
sure your printer is turned on before 


APRIL 1993 COMPUTE G-25 


PROGRAMS 


you select this macro. CGAG:DG 14 AY 7F 8D BD DC 26 36 |c2pG:FC C9 DB DG E4 AD 11 DB AD 
DIR loads the disk directory into |C@A8:CF Cl A9 81 8D 6D DC 4c 76 
memory. COB0:31 EA A5 C5 CD 92 C9 FG D3 


COB8:F6 8D 92 C9 C9 46 FG EF 29 
BLANK blanks the screen to prevent | cgeg:ap an G2 C9 G4 DG 69 AS 35 


monitor burn-in when you must leave |cgcg:c5 C9 Gl DG G5 AQ 35 4C 52 
your monitor turned on but inactive for |cgpg:D8 CG C9 12 DB 5A AY 37 C3 
a while. Press any key to bring back |C@D8:8D 66 CF A9 35 8D 67 CF F4 
te SHEHcOL cf AB 82 60 63 as 67 Te 
i i : : D FD 
ERROR displays the disk error | Ggrg:p9 gp o3-cF A9 35 8D G4 61 | c329.07 Fee Poy eB eae) ay ee 
when the drive light is blinking. CGF8:CF A9 30 8D @5 CF A9 3A AG |c328:8D 
NEW executes a NEW command to |clg6:8D 69 CF A9 52 8D GA CF CD 5 
erase the program in memory. C108:A9 45 8D OB CF A9 4D 8D 61 
UNNEW recovers a program should oie ad oe BB eo sp oD oe Be ret 
you accidentally erase it with the NEW | ci29:c9 ap 21 Dd 29 GF AA BD BD 
command. Like all similar utilities, it's im- | c¢12g8:pa B8 8D 06 CF 4c 31 EA G2 
portant to know that making a syntax er- |c130:A5 3A C9 FF D@ GD AS C5 1A 
ror or entering a variable before using |C138:C9 63 96 G7 C9 67 BO G3 B2 


UNNEW will render your program unre- |C140:20 46 Cl 4C 31 EA AE 8D 82 
coverable, so be careful C148:62 EG G1 FO BD EG G2 FO 15 | c378:8D G7 DG AY 86 8D G9 DG BA 
yi , . C156:GE EG 64 FO GF A2 GB 4C Fl | c38g:8D BB DG AD 99 BD BD DB 34 
UNDEL loads a soratched disk pro- |c15e:66 cl a2 64 4c 66 Cl A2 36 |c388:8D GF DA AD GG BD 1B DB BC 
gram into memory if no other disk op- |c160:08 4c 66 Cl A2 GC 8E 9A EG | c39G:A2 1A BS DB G9 BG 95 DB 82 
erations have been performed follow- |C168:C9 C9 G3 DG G2 AO 67 38 AD | c398:CA DG F7 AD 1l DG 16 FB 7B 
ing the scratch. Remember that the file Gob eRe Be 18 $0 a = $9 ae B C3AG:A9 FF ep 2D DO s a a # 
i i p : C3A8:FB A9 @ FC A 
ee cies bee ne oleaaes ie €180:C9 A9 AD 85 FB A9 C9 85 G1 | c3ngz49 AG GO AD 20 A2 BD 91 56 
Sir Scratoned’ on ISK, SO be sure t0 re- |c1ge:FC A2 50 18 AD 94 C9 6D 7F | c3B8:FB CB CA DO FA 18 AS FB 56 


save it immediately. C190:9A C9 8D 94 C9 AD 95 C9 CB | c3cg:69 28 85 FB AS FC 69 GO 6B 
BYTES returns the length of the pro- |C198:69 @@ 8D 95 C9 CA D@ EB E2 | c3cg:85 FC 68 AB 88 DG EG AX DC 
gram in memory. C1AG:18 A5 FB 6D 94 C9 85 FB C2 | c3pg:00 85 C7 85 DA 85 DB AD 23 


initiali taba A C1A8:8D 98 C9 AS FC 6D 95 C9 3F | c3pg:g1 85 
INIT initializes the disk in the drive. | Cing:gs rc Bp 99 CO AG C6 EG DB Son = x is 4 pe aR 3 
VALID validates the disk in the |¢158:p1 3¢ 13 AG G6 Bl FB 9D GA | C3Eg:gp CO A2 G1 BA 48 20 D3 18 
drive. C1C0:66 CF E8 C8 CO 56 BG G4 8E | c3rg:c4 68 AA EB EG 11 90 F4 3A 

RESET resets the disk drive as if you |C1c8:C9 64 D@ F1 86 C6 66 AOD 24 | C3Fg:aAD 11 DG 10 FB A9 FF 8D CA 
turned it off and on again. This process |C1D9:C1 8D 18 63 A2 62 BS GB 54 | c4gg:1B DG AD 37 85 G1 AS C6 36 
takes a few seconds. C1D8:9D E9 94 E8 EO C6 DG FG 81 | cags:sp 97 C9 AD BB 85 C6 BD 43 


rd C1E@:A2 C7 BS BG 9D E9 94 E8 G5 |c41g:9B CO A2 G1 18 AG GO 2G Al 
VERFY verifies the most recently |cigg:p¢ F8 a9 6G 85 FB A9 G2 BO |c4igiFg FF A912 8D BE CO BA 35 


saved program. ; _ |C1P0:85 FC A9 E9 85 FD A9 95 57 | c42g:48 20 D3 C4 68 AA 8A 48 E7 
These macros are defaults in the orig- |C1F8:85 FE AG 6@ Bl FB 91 FD Bl | c42g:ag G6 A2 FF CA DG FD 88 F5 
inal program. You can overwrite any or |C290:B6 FD DO 02 E6 FE E6 FB AF | c439:p¢ F8 26 9F FF AS C5 C9 4A 


i . |C208:D0 62 E6 FC AS FB C9 GB D3 | c439:3F FO 66 C9 G3 90 G9 C9 7C 
all of these defaults with your own mac: Cllaiposuaens eoWce “ee DaPEA 32’ |\caggcgy nol Co Geleede oe cas 


ros at any time. Seat) a Be Ee id pe eo Ee an C448:20 E4 FF A8 68 AA CO GD 22 
: C458:FO 62 CO 11 FG G7 CO 91 CA 
DROP-DOWN MACROS C228:AG GG Bl FB 91 FD EG FD 44 | c45g:F@ 1B 4C 26 C4 A9 GO BD 28 


CGGG:A9 37 85 G1 AO GO 8D GE SB |C230:DO G2 6 FE E6 FB DG G2 36 
CGG8:DC 85 SF AD AG 85 6B AQ 65 |C238:E6 FC AS FB C9 EB DG EA 63 
CO1G:FF 85 5A 85 5B 85 58 85 BD |C240:A5 FC C9 DB DG E4 A2 OB 2E 
€018:59 20 BF A3 AD FF FF 8D 7B |C248:BD 00 DO 9D Dl SF E8 EG 60 
CO2G:FF FF A9 Gl 8D GE DC AQ EE |C250:2F DO FS 26 51 C5 26 07 4B 
€028:95 8D G4 DC AO 42 BD G5 9c | C258:C3 AD 11 DG 19 FB AO OO IE 
CO30:DC A9 G@ 8D BS E5 8D BD 81 |C269:8D 1B DG A2 B2 BD E9 94 27 
C038:E5 8D 3D EB A9 G1 8D BA 9p |©268:95 OG E8 EG C6 DG F6 A2 ED 
CO40:E5 AS CF 8D B6 ES 8D BB 16 |C270:C7 BD E9 94 95 GG EB DG IP 
Codssz5 8D BE ES 68D 32) BB A9 3p) ||C278=RE AI BSTBS°EB AD 62°85) 2D 
CG5Q:FF 8D 89 G2 A9 EA 8D 54 EE |©289:FC A9 E9 85 FD A9 95 85 CB | c4ng:29 46 Cl 60 20 C9 C4 AS 71 
C@58:E9 8D 55 £9 78 AS BF ep 92 |C288:FE AG GH Bl FD 91 FB EG ES 
C06G:14 G3 A9 CO 8D 15 G3 Ag SE |C299:FD DO 02 EG FE EG EB D6 
Gp68sa5785 01 AS -EDNeDAgan as 14D 6229202 BS EC AS EB. C2 Ee) Dae 
€G7.0249) C6) 8D) 03) 63" A259) Adu 7Ay| CARO EO bone IROL DBE AF Se 
CO78 Aco 5p BARA Bb RS me suaa ||| Cane Cee OeEn ene be BS) ECSES 2A 
GOBGsa8 AguOe BD EORCe 2a tD2) 2e)||CZBe- Ho sB>UEDEA IRIS 8S RE IAI 78 
CO88:FF E8 C9 0B DG FS 60 AD 4a |C2B8:00 Bl FD 91 FB E6 FD D@ CB | c4Eg:99 EG OD 90 BA AD 07 4C 2B 
€990:8D G2 CD 96 C9 FB 1B ap 52 | C2C9:02 E6 FE E6 FB DG 62 E6 5D | c4rg:F9 C4 AY GE 4C F9 C4 AD 3C 


€098:96 C9 C9 GG FG 14 C9 a5 a1 |C2CBHFC AS FB C9 EB DG BA AS 58 | cangigr gp 86 G2 A9 1C 85 D3 FA 


G-26 COMPUTE APRIL 1993 


USANDNOHOR 
aQ 
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> 
wo 
wo 
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Nu 
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0 
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Q 
ic) 
a 


YRoOVODuUNT 


C546:FF 
C548:20 
C556:66 
C558:86 
C566:3E 
C568:BD 
C5706:86 
C578:A9 
C580:14 
C588: 8F 
C596:8C 
C598:D0 
C5A0:0D 
CS5A8:C9 
C5BG:C9 
CS5B8:8D 
C5C6:6D 
C5C8:9C 
CS5D@:CE 
C5D8:A7 
C5EG:DG 
CSE8:CF 
CSFO:CE 
CS5F8:CF 
C660:BD 
C608: 00 
C610:AD 
C618:CF 
C620:D6 
C628:17 
C630: 8F 
C638:63 
C640:78 
C648:8D 
C650:86 
C658:D2 
C666:66 
C668:A9 
C670:E4 
C678:8D 
C686:BC 
C688:C9 
C690:D2 
C698:D3 
C6AG:10 
C6A8: 21 
C6BG:90 
C6B8:C8 
C6CO:FF 
C6C8:A2 
C6DG:90 
C6D8:FF 
C6EG:FC 
C6E8:D8 
C6FO:8F 
C6F8:63 
C706:85 
C7068:4C 
C710:AB 
C718:AA 
C720:AA 
C728:AB 


C730:AA 
C738:AA 
C74G:AB 
C748:FF 
C75G:AA 
C758:AA 
C764:6A 
C768:AA 
C776:AA 
C778:6A 
C78G:AA 
C788:FF 
C79G:AB 
C798:AA 
C7AG:AA 
C7A8:AB 
C7BO:AA 
C7B8:AA 
C7CO:AB 
C7C8:AA 
C7DG:AA 
C7DB:AA 
C7E@:6A 
C7EB8:AA 
C7EG:AA 


C808:AA 
C816:AB 
C818:AA 


C928:41 
C930:55 
C938:4C 
C940: 20 
C948:26 
C950:4E 
C958:26 


C96:20 
C968:44 
C976:20 
C978:43 
C986:61 
C988:64 
c996:108 
C998:8D 
C9AG:56 
C9A8:41 
C9BG:0D 
C9B8: 60 
C9CG: 80 
C9C8: 6G 
C9DG:68 
C9D8: 66 
C9IEG: 60 
C9E8: G0 
C9FG: 66 
C9F8: 60 
CAGG:54 
CAG8:FF 
CA10:FF 
CA18:FE 
CA20:FF 
CA28:FF 
CA3G:FF 
CA38:FF 
CA40:FEF 
CA48:FF 
CA50: 36 
CAS8:CF 
CA60:3A 
CA68:CD 
CA76:31 
CA78:CF 
CA8G:3A 
CA88: 32 
CA9O:FF 
CA98:FF 
CAAG:C5 
CAAB: 3A 
CABG: 2C 
CAB8: 36 
CACG:31 
CAC8:31 
CADG:31 
CAn8:35 
CAEG:50 
CAE8: 32 
CAFO:52 
CAF8:3A 
CBO0:4F 
CBG8:31 
CB1G:52 
CB18:CF 
CB20:CF 
CB28:54 
CB30:80 
CB38:60 
CB46:52 
CB48:3A 
CB56:31 
CB58:28 
CB60: 36 
CB68:29 
CB76:58 
CB78:32 
CB8G:31 
CB88:4E 


APRIL 1993 COMPUTE 


PROGRAMS 


CB9G:44 26 22 24 22 2C 38 OD 18 
CB98:4C 49 53 54 6D 6G FF FF CO 
CBAG:00 O60 FF FF 06 @0 FF FF 38 
CBA8:00 00 FF FF 69 O00 FF FF 46 
CBBO:66 66 FF FF 66 60 FF FF 48 
CBB8:60 GG FF FF 66 @@ FF FF 50 
CBCG:00 66 FF FF 69 @@ FF FF 58 
CBC8:60 0G FF FF 66 G0 FF FF 66 
CBDG:06 6@ FF FF 66 OG FF FF 68 
CBD8:60 6G FF FF @6 58 CF 35 86 
CBEG:38 2C 36 3A 26 20 26 26 2B 
CBE8:20 206 26 20 20 20 26 20 86 
CBFG:20 26 26 20 286 26 26 26 88 
CBF8:20 26 26 20 26 20 26 26 96 
CCOG:20 4F DB 31 2C 38 2C 31 76 
CCO8:35 3A 49 CE 31 2C 41 24 Cl 
CC16:2C 42 24 3A 3F 3A 3F 41 1B 
CC18:24 2C 42 24 3A 43 4C CF AG 
CC26:31 6D G6 OO FF FF 08 G6 95 
CC28:FF FF 60 @@ FF 4E 45 57 DC 
CC30:0D G8 O68 OO FF FF 6 06 50 
CC38:FF FF 06 0G FF FF 009 66 D1 
CC40:FF FF G0 60 FF FF 90 G6 D9 
CC48:EF FF 00 60 FF FF 60 @6 El 
CC5@:FF FF @@ 60 FF FF 606 @6 E9 
CCS58:FF FF 00 @@ FF FF 66 66 Fl 
CC6G:FF BF 09 6G FF FF 90 06 F9 
CC68:FF FF 08 GG FF FF 60 66 62 
CC76:FF FF G8 60 FF FF 60 G6 GA 
CC78:FF FF 66 0G FF 5@ CF 32 25 
CC86:38 35 38 2C 31 3A 53 59 BA 
CC88:53 34 32 32 39 31 3A 58 95 
CC9G:CF 34 35 2C 5@ C5 28 33 AS 
CC98:34 29 3A 5G CF 34 36 2C CA 
CCAG:58 C5 28 33 35 29 3A 43 12 
CCA8:4C 52 GD 6G FF FF 
CCBG:FF FF @6 60 FF FF 06 @6 4A 
CCB8:FF FF @6 6G FF FF 96 @6 52 
CCCO:FF FF 06 66 FF FF 96 68 5A 
CCC8:FF FF 06 60 FF 4C 4F 41 73 
CCD@:44 26 22 2A 22 2C 38 OD BA 
CCD8:66 FF G6 OG FF FF 6G @8 72 
CCEG:FF FF 90 00 FF FF 66 @@ 7A 
CCE8:FF FF @@ 6G FF FF 66 G6 82 
CCFG:FF FF 00 @0 FF FF 80 G0 8A 
CCF8:FF FF 00 60 FF FF G6 86 92 
CDGG:00 OB FF FF G8 OG FF FF 9B 
CDG8:66 OO FF FF G6 O60 FF FF A3 
CD1G:69 6G FF FF 69 69 FF FF AB 
CD18:66 66 FF FF @@ 43 4C 
CD20:3A 3F 3A 3F 22 58 52 4F 2A 
CD28:47 52 41 4D 28 4C 45 4E 64 
CD36:47 54 48 20 3D 22 33 36 9E 


CD56:35 35 33 36 29 GD 66 FF 1B 
CD58:66 O@ FF FF @0 OG FF FF F3 
CD60:69 6G FF FF 60 60 FF FF FB 


CDB8:68 O@ FF FF GO 4F 50 45 77 


G-28 COMPUTE APRIL 1993 


CDCO:4E 31 35 2C 38 2C 31 35 43 
CDC8:2C 22 56 34 22 3A 43 4C 9D 
CDDG:4F 53 45 31 35 GD G6 FF 82 
CDD8:60 66 FF FF O60 OO FF FF 74 
CDEG:66 @G6 FF FF @@ 68 FF FF 7C 
CDE8:06 GG FF FF G6 66 FF FF 84 
CDFG:66 6@ FF FF 06 G@6 FF FF 8C 
CDF8:66 O06 FF FF 00 60 FF FF 94 
CEGA:FF FF 06 G8 FF FF 66 66 9D 
CE@8:FF FF @6 66 FF 4F 56 45 C8 
CE10:4E 31 35 2C 38 2C 31 35 94 
CE18:2C 22 55 4A 22 3A 46 4F 79 
CE26:52 54 3D 31 54 4F 31 32 2B 
CE28:35 36 3A 4E 45 58 54 3A.97 
CE30:43 4C 4F 53 45 31 35 OD 68 
CE38:60 FF 06 60 FF FF 98 G6 DS 
CE4G:FF FF 06 66 FF FF 68 06 DD 
CE48:FF FF 06 00 FF FF @@ 66 ES 
CES@:FF FF 00 00 FF FF 96 08 ED 
CES58:FF FF 008 06 FF 56 45 52 2C 
CE66:49 46 59 20 22 2A 22 2C 8B 
CE68:38 OD 00 OO FF FF 86 G0 65 
CE70:FF FF 00 60 FF FF 06 @6 GE 
CE78:FF FF 60 66 FF FF 66 06 16 
CE8G:FF FF 00 00 FF FF 00 06 1E 
CE88:FF FF 06 00 FF FF 00 06 26 
CE9G:FF FF 60 00 FF FF G6 G6 2E 
CE98:FF FF 00 66 FF FF 66 G8 36 
CEAG:FF FF 66 00 FF FF 00 06 3E 
CEA8:FF FF 06 00 FF FF 52 55 40 
CEBO:4E 26 26 41 53 43 49 49 19 
CEB8:4C 49 53 54 26 53 43 52 A5 
CEC@:45 4E 48 41 52 44 26 44 D9 
CEC8:49 52 26 20 42 4C 41 4E B9 
CED@:4B 45 52 52 4F 52 4B 45 7A 
CED8:57 28 20 55 4E 4E 45 57 11 
CEE@:55 4B 44 45 4C 42 59 54 @C 
CEE8:45 53 49 4E 49 54 26 56 3E 
CEF@:41 4C 49 44 52 45 53 45 43 
CEF8:54 56 45 52 46 59 6G @@ BB 


Richard Penn, the author of Xlogic (Sep- 
tember 1992), lives in Montreal, Que- 
bec, Canada. a 


BAFFLES 


By Michael Gresham 

Baffles is a one-player game of strategy 
in which you must find ten diagonal mir- 
rors, Called baffles. These baffles are hid- 
den randomly under a 10x 10 grid. This 
game for the 64 is both interesting and 
challenging. 

Baffles is written entirely in BASIC, To 
help avoid typing errors, use The Auto- 
matic Proofreader to enter the program. 
See "Typing Aids” elsewhere in this sec- 
tion. Be sure to save a copy of the pro- 
gram before exiting Proofreader. Note 
that line 910 fills two complete screen 
lines. Your cursor will drop down to a 
third line after you enter it. Be sure to cur- 
sor back up to line 910 and then press Re- 
turn. To avoid any problems when enter- 


ing this line, you may want to use a ques- 
tion mark (?) as a shorthand symbol for 
the PRINT statement. 


Using the Program 

When the game begins, the 10 x 10 
grid appears with 40 numbered lasers 
surrounding the perimeter, facing into 
the grid. You have three choices at 
this point: fire a laser, look for a baffle, 
or quit the game. Press F to fire one of 
the lasers, press L to guess the loca- 
tion of a baffle, or press Q if you de- 
cide that you want to end the game 
and reveal any hidden baffles. 


Firing a Laser 

Activate a laser by typing its number. 
Only a one- or two-digit number from 1- 
40 will be accepted. Use the Del key to 
make corrections. Press Return without 
typing in anything to cancel the option. 

When a laser beam is fired, it travels 
unseen in a straight line until it hits a baf- 
fle or reaches one of the edges of the 
grid, If the beam hits a baffle, it is de- 
flected 90 degrees and continues trav- 
eling until it hits any other baffle or 
leaves the grid. The new direction of a 
deflected beam is chosen by the posi- 
tion of the mirror. For example, if a 
beam is traveling down the grid and it 
hits a baffle that looks like the slash sym- 
bol (/), then the beam will be deflected 
to the left. If that beam were traveling 
up the grid toward the same baffle, the 
beam would be deflected to the right. 

The laser that is activated is colored 
green. When the beam exits the grid, 
the laser that it strikes is colored red. 
By using the results of one or more la- 
ser beams as information, you should 
be able to determine the location of a 
baffle. 

As another example, if a beam is 
fired down from laser 1 in the top left 
corner and there are no baffles, then 
the beam should exit at laser 30 on the 
opposite side of the playing grid. If it ex- 
its to the left at laser 35, for example, 
there could be a baffle at the intersec- 
tion of those two lasers (column A, row 
E). Of course, the beam might have 
been deflected any number of times. If 
no baffle is found, try firing a second la- 
ser, such as laser 30 or laser 16. With 
practice, it becomes easier to read the 
laser results as a series of deflections 
and misses. 


Looking for Baffles 

When you think that you know where a 
baffle is located, press L to look for a 
baffle. You will be asked to type in two 
letters, representing the column and 
row of your guess. The column letters 
(from A to J) are highlighted in red, 
and the row letters (also from A to J) 
are yellow. Each letter is accepted as 
soon as it is typed in. If you make a mis- 
take, you can cancel the option by 
pressing Return before entering the 
row letter. 

If your guess is correct, a baffle will 
be revealed as a yellow diagonal. An 
empty location is represented as a red 
asterisk. The game ends when all ten 
baffles are located. 


Keeping Score 

The score is kept just below the play- 
ing grid, although keeping score isn't 
necessary. For those people who 
want to see how good they are or how 
much they've improved, the object is to 
find all of the baffles while accumulat- 
ing the lowest possible score. Each ac- 
tivated laser adds one point to the 
score, and each guess adds two 
points. No points are added if you 
guess a location that has already 
been revealed. 

Theoretically, the lowest possible 
score is 20, but that would be difficult 
to achieve. To get a score that low, 
you'd have to find all ten baffles in ex- 
actly ten guesses. Someone who has 
practiced often (and is very lucky) may 
receive a score of 30 to 40. An aver- 
age score would probably be from 40 
to 60 points. 


Helpful Hints 

Although it happens very rarely, it is 
possible that some baffles may appear 
hidden, even when hit by lasers. This sit- 
uation can cause your score to in- 
crease dramatically while you're at- 
tempting to find the last baffles. While 
| don't know how many different ways 
there are to hide baffles, | can offer a 
few hints. The starting and ending 
points of a laser beam can be inter- 
changed. This means that if the beam 
from laser 1 exits at laser 4, then a 
beam from laser 4 must exit at laser 1. 
There are actually only 20 laser combi- 
nations in any game. By writing down 
these results (in the form 1 : 4 or 1-4), 


you can avoid finding the same laser 
beam path twice and keep your score 
low. 

Even though the path of a laser may 
seem obvious after one or more baffles 
have been revealed, the laser beam 
could have been deflected by even 
more baffles. Usually, these baffles 
will reveal themselves after other lasers 
have been used. 

A helpful side effect of writing this 
program in BASIC is that the laser 
beam travels considerably slower than 
the speed of light. If the path of a laser 
beam is very long because of deflec- 
tions, the beam will take some time to 
reach the second laser. Watch for baf- 
fles in the path of these lasers. 

If all else fails, a good rule is to as- 
sume that the missing baffles are on 
the same column or row as one of the 
other baffles. Use these locations one 
at a time as guesses until the baffles 
are found. This method should not be 
used unless all possible laser combina- 
tions have been fired, since it will in- 
crease your score even faster. 


BAFFLES 


PK 5 REM COPYRIGHT 1993 - COMP 
UTE PUBLICATIONS INTL LTD 
~ ALL RIGHTS RESERVED 
POKE 53281,0:POKE 53286, 
6 
GOSUB 1339 
PRINT" {CLR}";:FOR I=1 TO 
16:FOR J=1 TO 16:B(I,J) 
=G:NEXT J,I 
ND(-TI):FOR BA=1 TO 1 
:B=2:IF RND(1)<.5 THEN 
{SPACE }B=3 
I=INT (RND(1)*1@)+1:J=INT 
(RND(1)*1@)+1:IF B(I,J)< 
>@ THEN 56 
B(I,J)=B:NEXT BA 
GOSUB 1110:BA=6:SC=0 
C¥=21:CX=15:GOSUB 249:PR 
INT "{WHT}SCORE: 9" 
96 CY=22:CX=G:GOSUB 240 
166 PRINT "{GRN}"TAB(18)" 
{RVS}F{OFF} - FIRE LASE 
R":PRINT TAB(16)"{RVS}L 
{OFF} - LOOK FOR BAFFLE 
1 


CE 16 


26 
36 


Qu 
HP 


CH 49 


RH 58 


6G 
76 
8G 


110 PRINT TAB(16)"{RVS}Q 
{OFF} - QUIT GAME"; 
POKE 198,0:WAIT 198,1:G 
ET AS 

GS=- (AS="F") ~2* (AS="L") 
-3* (AS="Q") :0N GS GOSUB 
286,828,1380 

GOSUB 1870:IF GS=3 THEN 
CY=23:CX=G:GOSUB 246:G 


126 


DI 136 


HE 146 


sD 
Gx 


156 
160 


176 


189 
196 
266 
216 
226 
236 
246 
256 
260 
278 
286 
298 
388 


3198 


328 


336 


346 


358 
366 


376 


380 


396 


460 


416 


426 


436 


449 


459 


466 


470 


486 


oTO 170 

IF BA<1@ THEN GOTO 96 

CY=22:CX=4:GOSUB24G: PRI 

NT "{YEL}YOU'VE FOUND A 

LL OF THE BAFFLES!" 

PRINTTAB (12) " {WHT} PLAY 
{SPACE}AGAIN? [{GRN}Y/N 
{WHT}]":POKE 198,0 

WAIT 198,1:GET AS:IF A$ 

="Y" THEN 39 

IF AS<>"N" THEN 186 

POKE SD+24,@:END 

REM 

REM ***** POSITION CURS 

OR kkk 

REM 

POKE 781,CY:POKE 782,CX 
:POKE 783,0:SYS65520:RE 

TURN 

REM 

REM ***** FIRE LASER ** 
kK 

REM 

GOSUB197@:CY=22:CX=12:G 

OSUB24G:PRINT"LASER TO 
{SPACE}FIRE: "; 
LS="":C=6 

PRINT "{RVS} {OFF} 
{LEFT}"; 

POKE198,@:WAIT 198,1:GE 

T AS:IF AS=CHRS$(13) THE 
N PRINT " ":GOTO 359 

IF AS=CHR$(2@) AND C>G 
{SPACE}THEN PRINT A$;:C 
=C-1:LS=LEFTS(L$,C) :GOT 

oO 310 

IF AS<"G" OR AS>"9" OR 
{SPACE}C=2 THEN 316 
PRINT A$; :LS=L$+A$:C=C+ 
1:GOTO 309 

IF L$="" THEN RETURN 
L=VAL(LS):IF L<l OR L>4 
@ THEN 286 

SC=SC+1:IF (L>1@ AND L< 
21) OR L>3@ THEN 410 
AA=L-1:IF L>26 THEN AA= 
36-L 

XL=15+AA:YL=3:1IF L>26 T 
HEN YL=16 
P=55296+XL+4G*YL:FOR I= 
6 TO 86 STEP49:POKE P+I 
,5:NEXT:GOTO 446 
AA=L-11:IF L>2@ THEN AA 
=4G6-L 

YL=6+AA:XL=25:1F L>20 T 

HEN XL=12 
P=55296+XL+40*YL:FOR I= 
@ TO 2:POKE P+I,5:NEXT 
DY=(L<31 AND L>26)-(L<1 
1) 

DX=(L<21 AND L>16)-(L>3 
@) 

X=1:Y=41-L:1F L<31 THEN 
X=31-L: Y=10 

IF L<21 THEN X=16:Y=L-1 
@ 

IF L<ll THEN X=L:Y=1 


APRIL 1993 COMPUTE G-29 


PROGRAMS 


RP 


CF 


PR 


MK 


EA 


RB 


AF 


SP 


BM 


490 


566 


5146 


520 


530 


540 


558 


560 
570 
588 
590 
0) 
616 
626 


638 


640 
659 
666 
676 


686 
698 
766 
716 


726 


736 


748 
756 
766 


770 


786 


G-30 


FR=2000+L*108:POKE SD+4 
165 
FQ=FR+PEEK (SD+27) /2:HF= 
INT (FQ/256) :LF=FQAND255 
:POKE SD,LF:POKE SD+1,Hi 
F 
B=ABS (B(Y,X)):1F B<2 TH 
EN 556 
IF DX=@ THEN 546 
DY=1+2*((DX=1 AND B=3 
{SPACE}OR (DX=-1 AND B= 
2)):DX=@:GOTO 554 
DX=1+2* ((DY=1 AND B=3) 
{SPACE}OR (DY=-1 AND B= 
2)) :DY=0 
X=X+DX:Y=Y+DY:IF X<11 A 
ND X>@ AND Y<1l AND Y>@ 
THEN 500 
POKE SD+4,64:IF Y= THE 
N B=X 
IF X=1l THEN E=Y+10 
IF Y=1l THEN E=31-x 
IF X=@ THEN E=41-¥ 
IF (E>1@ AND E<21) OR E 
>36 THEN 640 
AA=E-1:IF E>2@ THEN AA= 
30-E 
XE=15+AA:YE=3:1F E>26 T 
HEN YE=16 
P=55296+XE+4G*YE:FOR I= 
6 TO 80 STEP40:POKE P+I 
,2:NEXT:GOTO 676 
AA=E-11:IF E>20 THEN AA 
=40-E 
YE=6+AA:XE=25:1F E>20 T 
HEN XE=12 
P=55296+XE+4@*YE:FOR I= 
@ TO 2:POKE P+I,2:NEXT 
FR=2000+E*106:HF=INT (FR 
/256) : LF=FRAND255: POKES 
D, LF: POKESD+1,HF 
POKE SD+4,65:FOR T=1 TO 
260:NEXT:POKE SD+4,64 
PRINT TAB(11)"{RED)EXIT 
AT LASER #";E 
Cy=21:CX=21:GOSUB246:PR 
INT" {WHT}"SC"{2 DOWN}" 
PRINT TAB(8)"{BLU}PRESS 
{RVS}SPACE{OFF} TO CON 
TINUE"; 
POKE 198,0:WAIT 198,1:G 
ET AS:IF AS<>" " THEN 7 
26 
C=6~-8* ( (L/2) =INT (L/2) ) = 
P=55296+XL+40*YL:IF YL> 
3 AND YL<16 THEN 759 
FOR I=G6 TO 80 STEP 40:P 
OKE P+I,C:NEXT:GOTO 760 
FOR I=0 TO 2:POKE P+I,C 
:NEXT 
C=6-8* ((E/2)=INT(E/2)): 
P=55296+XE+40*YE:IF YE> 
3 AND YE<16 THEN 780 
FOR I=6 TO 80 STEP 40:P 
OKE P+I,C:NEXT: RETURN 
FOR I=G TO 2:POKE P+I,C 
:NEXT: RETURN 


COMPUTE APRIL 1993 


GP 
KE 


EM 


CM 


BQ 


SQ 


GD 


796 
809 


810 


826 


836 


846 


856 


860 


876 


886 


896 
906 


916 


920 


939 
946 


956 
966 


976 


986 


996 


1688 


1616 


1626 


1936 


1646 
1656 


1066 
16796 


REM 
REM ***** LOOK FOR A BA 
FFLE ***** 
REM 
GOSUB1976:CY=22:CX=10:G 
OSUB24G:PRINT "{RED}BAF 
FLE X LOCATION: 
POKE 198,0:WAIT198,1:GE 
T A$:IF AS=CHR$(13) THE 
N RETURN 
IF AS<"A" OR AS>"J" THE 
N 830 
X=ASC (A$) -64:PRINT AS 
PRINTTAB (16) "{YEL}BAFFL 
E Y LOCATION: 
POKE198,@:WAIT 198,1:GE 
T AS:IF AS=CHR$(13) THE 
N RETURN 
IF AS<"A" OR AS>"J" THE 
N 876 
Y¥=75-ASC (A$) :PRINT AS 
B=B(Y,X):IF B>=@ THEN 9 
26 
PRINT" {WHT}{RVS}THAT L 
OCATION HAS ALREADY BEE 
N CALLED {OFF}";:POKE198 
,@:WAIT198,1:RETURN 
SC=SC+2:C¥=21:CX=21:GO0S 
UB24G:PRINT"{WHT}"SC" 
{2 DOWN}" 
IF B>O THEN 998 
PRINT TAB(16)"{RED} 
{RVS}THAT IS NOT A BAFF 
LE{OFF}";:B(¥,X)=-1 
CY=Y¥+5:CX=X+14:GOSUB246 
: PRINT" {RED} {OFF}*"; 
FR=1060:FORBZ=6 TO 10:F 
R=2500-FR:HF=INT (FR/256 
) :LF=FRAND255 
POKE SD,LF:POKE SD+1,HF 
:POKESD+4,65:FOR T=1 TO 
5:NEXT:POKE SD+4,64:NE 
XT BZ 
POKE198,0:WAIT198,1:RET 
URN 
PRINT TAB(8)"{YEL}{RVS} 
YOU HAVE FOUND A BAFFLE 
!{OFF}";:B(Y,X)=-B:BA=B 
A+1 
CY=Y¥+5:CX=X+14:GOSUB24 
O:AS="M":IF B=3 THEN A 
S="N" 
PRINT" {YEL}"AS; :FR=100 
GG:FOR BL=6 TO 16:FR=2 
16060-FPR:HF=INT (FR/256) 
?LF=FRAND255 
POKESD, LF: POKESD+1,HF: 
POKESD+4,65:FORT=1 TO 
{SPACE}26:NEXT: POKESD+ 
4,64:NEXT BL 
POKE198,@:WAIT198,1:RE 
TURN 
REM > 
REM ***** CLEAR SCREEN 
BOTTOM ***** 
REM 
CX=6:FOR CY=22T024:GOS 


Wy 
i 


XJ 
JE 


KJ 
FS 


PJ 


HS 


xc 


PP 


MX 


Qs 


PG 


QM 


HD 


AE 


GX 


AA 


GP 


KG 


BH 


1686 
1696 


1169 
1119 


1126 


1136 


1146 


1150 


1166 


1176 


11890 


1196 


1260 


12106 


1226 


1236 


1249 


1256 


1266 


UB240:SYS59903:NEXT CY 
: RETURN 

REM 

REM ***** DRAW GAME SC 
REEN *#*#% 

REM 

PRINT TAB(16)"{YEL}BAF 
FLES {DOWN}" 
PRINTTAB (15) "{RED}ABCD 
EFGHIJ" 

PRINT TAB(12)"{7}{RVS} 
£{BLU}{2 SPACES}8{7}6 
TBLU}G{7}G{BLU}O{7}G 
{BLU} 6{7}6{BLU}0{7}1 
{2 SPACES}{*}" 

PRINT TAB(12)"{7}{RVS} 
{2 SPACES}{BLU} 1{7}2 
{BLU}3{7}4 {BLU}5¢7}6 
{BLU}7¢738{BLU}9{736 
{2 SPACES}{BLU} " 
PRINT TAB(12)"{7}{RVS} 
{2 SPACES} {OFF} £{BLU} 
=$7}={BLU}-¢7}-{BLU}- 
{7}-TBLU}-€7}-TBLU}~ 
£7}-{*} {RVS} {BLU} 

{2 SPACES}" 

PRINT TAB(11)"{YEL}J 
{7P{RVS}4G{OFF] *+++4+4++ 
++++{BLU}*{RVS}11{YEL} 
{OFF}J" 

PRINT TAB(11)"{YEL}I 
{BLU} {RVS}39 {OFF} *{7}+ 
++++++4++*(RVS}12TYEL} 
{OFF}I" 

PRINT TAB(11)"{YEL}H 
{7} {RVS}38 {OFF} *+4+4+++ 
++++{BLU}*{RVS}13{YEL} 
{OFF}H" 

PRINT TAB(11)"{YEL}G 
{BLU} {RVS}37{OFF}*{7}+ 
++++++4+++*{RVS}14TYEL} 
{OFF}G" 

PRINT TAB(11)"{YEL}F 
{7}{RVS}36 {OFF} *+++++4+ 
++++{BLU}*{RVS}15{YEL} 
{OFF}EF" 

PRINT TAB(11)"{YEL}E 
{BLU} {RVS}35{OFF}*{7}+ 
+++++++++*{RVS}16TYEL} 
{OFF}E" 

PRINT TAB(11)"{YEL}D 
£7}{RVS}34 {OFF} *++++++ 
++++{BLU}*{RVS}17{YEL} 
{OFF}D" 

PRINT TAB(11)"{YEL}C 
{BLU} {RVS}33{OFF}*{7}+ 
+++++++++*{RVS}18(YEL} 
{OFF}c" 

PRINT TAB(11)"{YEL}B 
{7} (RVS}32{OFF}*+++4+++ 
++++{BLU}*{RVS}19{YEL} 
{OFF}B" 

PRINT TAB(11)"{YEL}A 
{BLU} {RVS}31{OFF}*{7}+ 
+++++++++*{RVS} 201 YEL} 
{OFF}A" 

PRINT TAB(12)"{BLU} 


{RVS}{2 SPACES} {7}{*} 
{OFF}~{BLU}-{7}-{BLU}~ 
£7}~{BLU}~{7}-{BLU}~ 
£7}=(BLU}={7}{RVS}£ 

{2 SPACES}" 

PRINT TAB(12)"{BLU} 
{RVS} ¢{7}{2 SPACES}3 
{BLU}2{7}2{BLU}2¢7}2 
{BLU}2¢7}2{BLU}2¢7}2 
{BLU}2 {7}{2 SPACES}" 
PRINT TAB(12)"{7}¢*} 
{RVS}{2 SPACES}G{BLU}9 
£7}8{BLU}7{7}6{BLU}5 
£734 {BLU}3{7}2{BLU}1 
{2 SPACES}{7}{OFF}£" 
PRINTTAB (15) "{RED}ABCD 
EFGHIJ": RETURN 

REM 

REM ***** SOUND SETUP 
{SPACE} ***** 

REM 

SD=54272:FOR L=0T024:P 
OKESD+L,@:NEXT: POKESD+ 
3,8:POKESD+5,41:POKESD 
+6,89 


SA 1276 


HX 1280 


RX 1296 


CE 1300 
JA 1316 


EG 1320 
XR 1330 


FF 1346 POKE SD+14,117:POKE SD 
+18,16:POKE SD+24,143: 
RETURN 

DJ 1356 REM 

XM 1366 REM ***** REVEAL BAFFL 
ES kk 

FM 1376 REM _ 

SX 1386 CY=6:CX=15:GOSUB240:PR 
INT" {YEL}"; 

CH 1390 FOR I=1 TO 10:PRINT TA 
B(15); 

HR 1400 FOR J=1 TO 16:B=B(I,J) 


:IE B<=6 THEN PRINT " 
{RIGHT}";:GOTO 1436 

IF B=2 THEN PRINT "M"; 
:GOTO 1430 

IF B=3 THEN PRINT "N"; 
NEXT J:PRINT:NEXT I:RE 
TURN 


DP 1416 


RP 1420 
Qc 1436 


Michael Gresham, 21, has been pro- 
gramming the 64 in BASIC and ma- 
chine language for eight years but 
says he still has a lot to learn. He lives 
in Dunnsville, Virginia. 


LARGE NUMBER 
CALCULATOR 


By Bruce M. Bowden 
Calculate exact solutions for large fac- 
torial and power problems to as many as 
5964 digits with this remarkable large 
number calculator for the 64. You can al- 
so send the results to your printer. 
When a number is multiplied by itself 
N times, it's said to be raised to the pow- 
er of N—1. For example, 2 raised to the 


power of 3 is 2 multiplied by 2 multiplied 
by 2. Note that the base (2 in this case) 
is written N times but actually multiplied 
by itself N-1 times. 

The factorial of any positive integer 
number, X, is that number multiplied by 
1 less than itself, multiplied by 2 less 
than itself, and so on down until multiplied 
by 1. Here's an algebraic way of writing 
this formula. 


X! = X(X-1)(X-2)(X-3) . . . (4)(3)(2)(1) 


An exclamation mark is used to indicate 
that a factorial operation is taking place. 
As a practical illustration, one may write 
out 5! (read 5-factorial) as 5 times 4 
times 3 times 2 times 1, or 120. 

A special case is 0!, which is assigned 
a value of 1. Factorials are also defined, 
in higher mathematics, for fractional, neg- 
ative, and complex numbers, but with 
this program we're sticking to the more 
common case of positive integers. 

Large Number Calculator will give you 
exact solutions to power and factorial 
problems, separately or combined, to as 
many as 5984 digits. After the solution is 
found, various options are available for dis- 
playing, printing, or chain multiplying it to 
arrive at new solutions. 


Typing It In 

Large Number Calculator is written en- 
tirely in BASIC. To help avoid typing er- 
rors, enter it with The Automatic Proof- 
reader. See “Typing Aids" elsewhere in 
this section. When you've finished, 
save the program before running it. 


Getting Started 

Run Large Number Calculator and 
then press any key for a quick pro- 
gram description. Press another key, 
and you'll have two options to solve for 
X to the power of Y or solve for X-fac- 
torial. X and Y are integer values 
which you provide the program. 

As a demonstration, press f1. You're 
prompted for the number which is to 
be raised to a power. Let's say that we 
want to know what 17 to the 21st pow- 
er is. Enter 17 and press Return. Now 
you're prompted for the power. Enter 
21 and press Return, You're advised 
that the solution has 26 digits. In a mo- 
ment, the solution will appear in 
blocks of six digits which are read 
from left to right and from the top 


down. There are often leading Os, and 
these can be ignored. You should see 
the following. 


000000 000069 091933 913008 
732880 827217 


Now press any key to get to the op- 
tions screen. The following options are 
available: 


f1 ** Review the solution 

f3 ** Multiply the result by a number 
f5 ** Multiply the result by a factorial 
f7 ** Multiply by an exponential 

f2 ** Start over 

f4 ** Send solution to printer 

{6 ** End 


To continue our demonstration, 
press f2 (Shift-f1) to start over. Now 
we're back to the original two options. 
Let's calculate 93! (93-factorial). Press 
f3. Now enter 93 at the prompt. You're 
advised that 93! has 145 digits. After 
about one and a half minutes, the fol- 
lowing solution is displayed. 


000001 156772 507081 641574 
759205 162306 240436 214753 
229576 413535 186142 281213 
246807 121467 315215 203289 
516844 845303 838996 289387 
078090 752000 000000 000000 
000000 


Press any key for the option screen. 
Suppose you want to multiply this so- 
lution by 17 to the 21st power. To do 
so, press f7. Again, enter 17 and 27 at 
the prompts as you did the first time. Af- 
ter less than half a minute, the new so- 
lution is shown: 


000000 000079 923649 611670 
206135 264796 971537 140352 
563408 351224 973345 747405 
439544 378291 335514 104653 
718355 692345 124600 883020 
375497 054614 028846 092611 
076902 757597 184000 000000 
000000 000000 


This number is 170 digits long. Press 
any key to return to the option screen. 

Now, try multiplying the result by 
201-factorial. Press f5, then enter 207 
at the prompt. There will be a wait of 
about 16% minutes before the new so- 


APRIL 1993 COMPUTE G-31 


PROGRAMS 


lution is arrived at and displayed. | 
won't list them all here, but the answer 
contains 548 digits. Since it fills more 
than one screen, you'll see the mes- 
sage NOT FINISHED YET below the 
number. At this message press any 
key to see a continuation of the digits. 

To quit the program cleanly, merely 
press the f6 (Shift-f5) key. 


LARGE NUMBER CALCULATOR 
MS 10 REM COPYRIGHT 1993 - COM 


SP 


FG 


sD 


KQ 


JP 


EG 


HB 


XX 


PE 


DF 


cx 


KX 
BM 


KC 
QB 
EG 


RA 


cc 


G-32 


26 


36 


49 


56 


6G 


119 


126 


136 


146 


158 


168 


178 
186 


1996 


PUTE PUBLICATIONS INTL L 
TD - ALL RIGHTS RESERVED 
PRINT"{CLR}{3 DOWN} {N}": 
POKE 53280,6:POKE 53281, 
6 
PRINT" {YEL}":MS$="LARGE 
{SPACE}NUMBER CALCULATOR 
":GOSUB 5909 
PRINT" {CYN}":MSS="BY BRU 
CE M. BOWDEN":GOSUB5006: 
PRINT"{2 DOWN} {WHT}" 
MSS$="COPYRIGHT, 1993":GO 
SUB5000:MSS="COMPUTE PUB 
LICATIONS INTL LTD":GOSU 
B5000 
MS$="ALL RIGHTS RESERVED 
":GOSUB 5000:GOSUB6000 
PRINT" {CLR}{4 DOWN} 
{WHT} THIS PROGRAM WILL 
GIVE EXACT SOLUTIONS" 
PRINT"{2 SPACES}FOR POW 
ER (X7¥) AND FACTORIAL 
{SPACE} (xX!)" 
PRINTTAB (14) "PROBLEMS." 
:PRINT"{2 DOWN} 
{2 SPACES}IF THE PROBLE 
M IS OF THE FORM XTY¥, X 
" 


PRINT"{4 SPACES}AND Y M 
UST BE POSITIVE INTEGER 
s," 

PRINT"{5 SPACES}AS MUST 
X WHEN CALCULATING X!" 
: PRINTTAB (13) "(X-FACTOR 
IAL) .{2 DOWN}" 
PRINTTAB(5) "YOUR SOLUTI 
ONS ARE LIMITED TO":PRI 
NTTAB(14)"5964 DIGITS." 
GOSUB 6000 

PRINT" {CLR}{6 DOWN}":MS 
$="CHOOSE A SUITABLE FU 
NCTION: ":GOSUB5600 

DIMM (168) :M (1600) =1:M( 


* 4)=1006 


2098 


216 


226 


238 


DEFFNL (X) =LOG (X) /LOG (16 


) 

PRINT"{3 DOWN}":PRINT"F 
1 ** SOLVING FOR X TO T 
HE POWER OF ¥{2 DOWN}" 
PRINT"F3 ** SOLVING FOR 
X FACTORIAL" 

GETAS: IFAS=""OR(AS<>" 
{F1L}"ANDAS<>"{F3}") THEN 


COMPUTE APRIL 1993 


RG 


cD 


XM 


JP 


MB 


246 


250 


260 
276 
280 


290 
309 


310 
320 
330 


346 
356 
369 


3768 
386 
396 


400 
419 


426 


436 
44g 


456 
466 


476 
486 


496 


560 


516 


526 
536 


236 

PRINT" {CLR}{2 DOWN}":ON 
ASC (A$) -132GOT025G,720 
PRINT"ENTER THE NUMBER 
{SPACE}WHICH IS BEING R 
AISED{2 SPACES}TO A POW 
ER:{2 DOWN}" 
PRINTTAB (1G) ; : INPUTX 
IFX>=@THEN300 
PRINTX;"IS A NUMBER LES 
S THAN ZERO,":PRINT"WHI 
CH IS NOT ALLOWED. TRY 
{SPACE}AGAIN." rs 
GOTO266 

IFLEN (STRS (INT (X))) >4TH 
ENPRINT" {DOWN} 

{4 SPACES}TOO MANY DIGI 
TS! TRY AGAIN. {DOWN}":G 
OTO268 

GOSUB320:GOTO336 
M(2)=INT (X) :RETURN 
PRINTTAB(8)"{2 DOWN}NOW 
ENTER THE POWER: 

{2 DOWN}" 
PRINTTAB(1@);:INPUT Y 
IFY>=QTHEN38G 
PRINTY;"IS A NUMBER LES 
S THAN ZERO, WHICH IS N 
OT ALLOWED. TRY AGAIN." 
GOTO346 

IFX<>GTHEN4G6 

PRINT"{2 DOWN} 

{4 SPACES}ZERO TO ANY P 
OWER IS STILL ZERO":GOS 
UB 6866:GOTO846 
IFY<>GTHEN4 26 

PRINT" {2 DOWN} ANYTHING 
TO THE POWER OF ZERO I 
S ONE.":GOSUB 6849:GOTO 
840 

IFLEN (STRS (INT (Y¥)))>7TH 
ENPRINT"TOO MANY DIGITS 
! TRY AGAIN.":GOTO34G 
M(3) =¥:A=5964:IFEG=1THE 
N676 

B=INT (FNL (M(2) ) *M(3) +1) 
IFQS<>""THEN47@ 
QS=STRS$(X)+" TO THE POW 
ER OF"+STR$(Y) : PRINT" 
{2 DOWN}";QS$;" HAS";B;" 
DIGITS." 

IFB>ATHEN738 
PRINTTAB(7)"{2 DOWN}STA 
NDBY FOR COMPUTATION... 
" 


M(@) =INT (FNL (999) /FNL (M 
(2))) =M(5)=M(2) 2M(2)=IN 
T(M(2) 7M(G)+.5) 
M(1)=M(3)/M(@) :M(3) =INT 
(M(1)) 

M(5)=INT (M(5) 7 (INT ((M(1 
)-INT (M(1))) *M(@)+.5)) + 
+5) TEM (3) =OTHEN626 
M(1)=0 

M(B) =(M(2) *M(M(4)) #M(1) 
) INT (1E6+.5) :M(1) =INT ( 
M(@)) 


QM 


SR 


EP 


546 
556 
566 


576 
586 


596 
608 


616 


620 
639 
640 


656 
668 
678 


680 
696 


706 
716 


726 


736 


746 


758 


766 


776 


786 


796 


806 
810 
826 


825 


836 


M(M(4)) =INT (INT (1E6+.5) 
*(M(@)-INT (M(G@)))+.5 
M(4)=M(4)-1:TEM(M(4)) <> 
OTHEN530 
M(4)=M(4)+1:1EM(M(4)) <> 
OTHEN58@ 
M(4)=M(4) -1:GOT0530 
M(4)=M(4) -1: IFEG=GTHENG6 
ao 
M(2)=M(2)+1 
M(M(4))=M(1) =M(3) =M(3) - 
1:1EM (3) =@THEN629 
M(4)=1006:M(1) =9:GOTO53 
8 
M(@)=M(4) : IFF1L=1THEN756 
F1=1:A=M(5) :GOTO668 
PRINTTAB (16) ; : INPUTY: Y= 
INT (ABS (Y) ) :X=1:GOSUB32 
6:FG=1:F1=1:GOT0426 
M(4)=M(@) :GOTO75G 
M(2)=A:M(3)=1:B=INT (A/F 
NL (M(2)+.1)) :GOTO610 
B=INT (FNL (M(3)) *M(3) ~FN 
L(EXP(1))*M(3) +PNL (2*]* 
M(3))/2) 41 
IFQS<>""THEN7@9 
QS=STRS (M(3))+" FACTORI 
AL":PRINT"{2 DOWN}";QS; 
" HAS";B;"DIGITS." 
IFB>ATHEN73@ 
PRINTTAB(7)"{2 DOWN}STA 
NDBY FOR COMPUTATION... 
":GOTO530 
C=2:PRINT"ENTER THE NUM 
BER FOR WHICH YOU NEED 
{SPACE}A{3 SPACES}FACTO 
RIAL: {4 DOWN}":GOTO649 
PRINT" {2 DOWN} 
{4 SPACES}SORRY, THIS R 
ESULT IS TOO LARGE!" 
PRINT"{2 DOWN}YOU ARE O 
NLY ALLOWED 5964 DIGITS 
TOTAL.":GOSUB 6066:GOT 
0840 
PRINT" {CLR}{2 DOWN}";Q$ 
7" IS EQUAL TO:" 
PRINT" {2 DOWN}":X=1 
NS=MIDS$ (STRS$ (M(M(4) ) 
, LEN (STRS$ (M(M(4))))) 
M(M(4)) =@THENNS="" 
M(4)=M(4) +1: I1FLEN (NS) =6 
THENPRINTNS, :X=X+1:GOTO 
800 
FORZ=1T06-LEN (N$) : PRINT 
"9"; :NEXT: PRINTNS , 2 X=X+ 
1 
IFM (4) =10061THEN830 
IFX<>41THEN776 
PRINT: PRINTTAB(16)" 
{2 DOWN} (NOT FINISHED Y 
ET)":GOSUB 6606 
PRINT" {CLR} {DOWN}":MSS= 
"CONTINUING...":GOSUB58 
0:GOTO76G 
PRINT: PRINT" {DOWN}":MS$ 
="--- END OF SOLUTION - 
":GOSUB 5600:GOSUB6G0 


),2 
tIF 


cQ 


QP 
Cx 


BJ 


JD 


FE 


ED 
SE 


KR 


cx 


DC 


Js 
EQ 
AK 


HK 
PM 


JG 


MG 
MX 


RS 


QP 


846 


856 
860 


876 


886 


896 


966 
916 


920 


930 


946 


956 
966 
978 


986 
996 


1606 


16196 
1626 


1636 


1646 


1656 


16698 
1676 
1686 
1696 
50068 


5619 


(7 

PRINT" {CLR}{4 DOWN}":MS 

$="CHOOSE A SUITABLE FU 

NCTION KEY:":GOSUB5G09 

PRINT"{2 DOWN}F1l ** REV 

IEW THE SOLUTION" 

PRINT" {DOWN}F3 ** MULTI 

PLY THE RESULT BY A NUM 

BER" 

PRINT" {DOWN}F5 ** MULTI 

PLY THE RESULT BY A FAC 

TORIAL" 

PRINT"F7 ** MULTIPLY BY 
AN EXPONENTIAL" 

PRINT" {DOWN}F2 ** START 
OVER": PRINT" {DOWNJF4 * 

* SEND SOLUTION TO PRIN 

TER" 

PRINT" {DOWN}F6 ** END" 

M(4)=1600:GETAS:IFAS="" 

THEN91@ 

TSASC (A$) -132: 1FT<1ORT> 

7THENS16 

PRINT" {CLR}{2 DOWN}":ON 
T GOTO 650,940,940,946 

1980,996,95G 

QS$="THE FINAL SOLUTION" 

ON T-1 GOTO 979,720,96 

6 

STOP 

FG=6:F1=0:GOTO250 

INPUT"WHAT IS THE NUMBE 

R";A:GOTO66G 

RUN 180 

PRINT" {CLR}{2 DOWN} 

{RVS} OUTPUTTING THE SO 

LUTION TO A PRINTER 

{3 SPACES} {OFF}" 
PRINT" {2 DOWN}BE SURE 
{SPACE}THAT THE PRINTE 
R IS SWITCHED ON AND I 
S DEVICE NUMBER 4." 
GOSUB 6000:M(4)=M(@ 
OPEN3,4,7:PRINT#3,CHRS 
(14)Q$;" IS EQUAL TO:" 
CHRS$ (15) : PRINT#3:PRINT 
#3:2X=1 
NS=MID$ (STRS (M(M(4))), 
2,LEN(STRS(M(M(4))))): 
IFM(M(4)) =@THENNS="" 
M(4)=M(4) +1: ITELEN (NS) = 
6THENPRINT#3,N$,:X=X+1 
:GOTO1066 
FORZ=1T06~LEN (NS) : PRIN 
T#3,"0";:NEXT: PRINT#3, 
NS,:X=X4+1 
IFM (4) =10G1THEN1O8@ 
GOTO1930 
PRINT#3:PRINT#3:PRINT# 
3,"{6 SPACES}-~-~- END 0 
F SOLUTION ~--" 
FORT=1T05:PRINT#3:NEXT 
:CLOSE3:GOTO840 
REM MESSAGE CENTERING 
{SPACE} ROUTINE 
FOR MX=1 TO 2G-LEN (MSS 
) /2: PRINTCHRS (32) ; :NEX 


T: PRINTMS$: RETURN 


HP 6060 PRINT" {HOME}{21 DOWN} 
{YEL}" 

ER 6016 MSS="PRESS ANY KEY TO 
{SPACE} CONTINUE": GOSUB 
5000 

BD 6026 GET AS:IF AS="" THEN 6 
626 

CC 6636 PRINT" {WHT}":RETURN 


Bruce M. Bowden, a programmer at 
COMPUTE, claims he wrote Large Num- 
ber Calculator to help him manage his 
personal finances. 


FILE INDEX 128 


By Donald Klich 

Have you ever tried to locate a file or pro- 
gram but couldn't remember which disk 
it was on? Have you ever wanted to mod- 
ify a program and its backups but 
couldn't remember how many copies you 
had on how many disks? File Index 128 
can help you. 

File Index 128 is a utility for the 128 
that lets you print an alphabetically ar- 
ranged report of the files and programs 
on one or more disks. This report can be 
placed in a binder to help you organize 
your disk collection and keep track of 
files and programs. 

File Index 128 is written entirely in BA- 
SIC 7.0. To help avoid typing errors, en- 
ter the program with The Automatic Proof- 
reader. See “Typing Aids” elsewhere in 
this section. Be sure to save a copy of the 
program before you exit Proofreader. 


A Master List 
When you run File Index 128 and pre- 
pare to print a directory, you have the 
option of including sequential files, pro- 
grams, user files, and relative files. 
Just press Y or N at the individual 
prompts. You then have the option of in- 
cluding a conventional directory listing 
that lists block size and file type. You 
are then prompted to insert a disk and 
press any key to start the sorting proc- 
ess. Make sure that your printer is on. 
File Index 128 lets you sort numer- 
ous disks in order to prepare a master 
listing of your files and programs. After 
the first disk has been processed, you 
then have the option of entering anoth- 
er disk. File Index 128 can handle up 
to 2000 files. (If you wish to enlarge 
this capability, simply change the DIM 
statements in line 30.) 


When you've entered all the disks 
that you wish to list, make sure your 
printer is set at the top of the form. If 
you requested conventional directo- 
ries, these will print first, beginning 
with disk name and ID. Then, File In- 
dex 128 will print a master list in alpha- 
betical order, with the file type, disk 
name, and ID following each filename. 

In the future, whenever you want to 
find a certain program, simply check 
the master list. If you have copies of 
the program on several disks, they will 
be grouped together followed by the 
names of each disk for easy location. 


FILE INDEX 128 


MS 10 REM COPYRIGHT 1993 ~ COM 
PUTE PUBLICATIONS INTL L 
TD - ALL RIGHTS RESERVED 
REM PROGRAM TO READ DIRE 
CTORIES AND PRINT THEM A 
LPHABET ICALLY. 
DIM AS$(200G) ,BS (2008) ,CS 
(2608) ,DS (266) :COLOR4,1 
:COLORG,1:COLORS, 4:GRAPH 
1C@,1 
PRINT"{5 DOWN}DO YOU WIS 
H TO INCLUDE:":PRINTSPC ( 
10) ;"{YEL}SEQ{CYN}JENTIAL 
FILES? Y/N":GOSUB376:1F 
YS="Y"THENSS=1:ELSEIFYS< 
>"N"THEN4O 
PRINTSPC (16) ;"{YEL}PR 
{CYN}O{YEL}G{CYN}RAM FIL 
ES? Y/N":GOSUB370:IFYS=" 
Y"THENPP=1:ELSEIFYS$<>"N" 
THENSO 
PRINTSPC(19) ;"{YEL}US 
{CYN}E{YEL}R{CYN} FILES? 
¥/N":GOSUB37@:IFYS="Y"T 
HENUU=1:ELSEIFYS$<>"N"THE 
N66 
PRINTSPC (1G) ;"{YEL}REL 
{CYN}ATIVE FILES? Y/N":G 
OSUB370: IFYS="Y"THENRR=1 
: ELSEIFY$<>"N"THEN7@ 
V=3:PRINT"{DOWN}PRINT TH 
E DIRECTORIES? Y/N":GOSU 
B370: IFYS="Y"THENV=4:ELS 
EIFY$<>"N"THEN8G 
90 Q=1:0PEN15,8,15:0PEN4,V 
166 T=18:S=G6:PRINT" {DOWN} IN 
SERT AN INPUT DISK, THE 
N ANY KEY":GOSUB370 
OPENS ,8,5,"#":PRINT#15, 
"U1L";5;0;T;S 
FORI=1T0144:GOSUB380:NE 
xTI 
MS=""": FORI=1T016:GOSUB3 
80: IFASC (Y$) =16@THENNEX 
TI:GOTO15G 
MS=MS$+YS$:NEXTI 
GOSUB389:GOSUB380:NS="" 


APRIL 1993 COMPUTE G-33 


GP 26 


DM 36 


HF 40 


cI 56 


EP 60 


FR 70 


HX 86 


KE 
QQ 


GS 116 


PQ 126 


DM 136 


149 
150 


QM 
FG 


PROGRAMS 


FR 


RC 


QA 


EX 


EQ 
Jc 


RK 
DA 


EA 


CF 


PK 


DI 
GK 


G-34 


168 


178 
180 
198 
200 
210 


220 


236 


240 


250 


269 


278 


288 
298 


306 
316 


320 


338 


346 


358 
368 


: FORI=6T01:GOSUB380:NS= 
NS$+Y$:NEXTI:S=1:PRINT#4 
:PRINT#4:PRINT#4,SPC (1B 
)7MS,NS 
PRINT#15,"U1";5;0;T;S:G 
OSUB380:T=ASC (Y$) :GOSUB 
380:S=ASC (YS) :FORJ=1T08 
:GOSUB386 
IFSS=LANDASC (Y$) =129THE 
ND$ (Q) ="SEQ":GOTO229 
IFPP=1ANDASC (Y$) =130THE 
NDS$ (Q) ="PRG":GOTO226 
IFUU=1ANDASC (Y$) =131THE 
NDS (Q) ="USR":GOTO220 
IFRR=LANDASC (Y$) =132THE 
NDS (Q) ="REL":GOTO226 
FORI=1T031:GOSUB386:NEX 
TI:NEXTJ:GOTO280 
GOSUB380:GOSUB380:FORI= 
17016 :GOSUB38@:IFASC (Y$ 
) <> 16@THENCS (Q) =C$ (Q) +¥ 
$:NEXTI:GOTO246 

NEXTI 
FORI=1T09:GOSUB386:NEXT 
:GOSUB380:B=ASC (YS) :GOS 
UB380:B=B+256*ASC (YS) :Z 
=Z-B:GOSUB380:GOSUB380: 
AS (Q) =M$:BS (Q) =NS 
PRINT#4,SPC(10) ;B;:IFB< 
1OTHENPRINT#4,SPC(4);:G 
0T0278 
IFB<10G0THENPRINT#4,SPC( 
3) ; :GOTO270:ELSEPRINT#4 
1SPC(2); 
PRINT#4,C$(Q) ; SPC (19-LE 
N(C$(Q))) 7D$(Q) :Q=Q+1:N 
EXTJ 

IF T<>@THEN160:ELSECLOS 
E5 

PRINT"ARE ALL INPUT DIS 
KS ENTERED? Y/N":GOSUB3 
70: 1FYS="N"THEN1OG 
IFYS<>"¥"THEN296 
CLOSE15:CLOSE4:0PEN4,4: 
Q=Q-1:PRINT"{DOWN}SET P 
RINTER TO HEAD OF FORM 
{SPACE}- PRESS ANY KEY 
{SPACE}WHEN READY":GOSU 
B376:P=1:GOSUB400 

FAST :W=0:TS="2222222222 
2":FORI=1T0Q: IFCS$ (1) <T$ 
THENTS=CS$ (I) :W=I 

NEXT: [EW=OTHENFORJ=1T06 
G-L: PRINT#4:CLOSE4: SLOW 
: END 
PRINT#4,SPC(10) ;CS(W) 7S 
PC (18-LEN (C$ (W))) ;D$ (W) 
7SPC(3) ;AS (W) ;SPC(19-LE 
N(AS (W))) 7BS (W) :CS(W) =" 
22222222222" :LC=LC+1:1F 
LC>59THENFORJ=1T06: PRIN 
T#4:NEXTJ:GOSUB400 
GOTO326 
PRINT#4,SPC(16) ; "NAME"; 
SPC (8) ;"TYPE";SPC(7) ;"H 
EADER"; SPC (8) ;"ID":PRIN 
T#4: RETURN 


COMPUTE APRIL 1993 


PX 370 GETYS$:IFYS=""THEN37@:EL 
SERETURN 
GET#5, YS: TFYS=""THENYS= 
CHRS (6) 

RETURN 

LC=5: PRINT#4,SPC(16) ;"M 
ASTER FILE INDEX 

{5 SPACES}PAGE";P:PRINT 
#4,SPC(16);"FILE";SPC(8 
);"PILE";SPC(8) ; "DISK"; 
SPC (8) ;"DISK" 
PRINT#4,SPC (16) ;"NAME"; 
SPC (8) ;"TYPE";SPC(7) ;"H 
EADER"; SPC (8) ;"ID":PRIN 
1T#4:P=P+1:RETURN 


HJ 386 


PX 
MC 


396 
406 


KR 416 


Donald Klich has been involved with 
system design since 1963 (IBM 630). 
He is now retired and lives in Mount 
Prospect, Illinois. 


MEMORY FLEXER 


By Scott Gifford 

When you're programming, wouldn't it be 
nice to have another 64 next to you? You 
could run and list other programs and 
look at a disk directory without erasing 
the program that you're working on. Mem- 
ory Flexer does just that—almost. Instead 
of providing you with another computer, 
this utility for the 64 divides the memory 
in your computer into two parts, each of 
which can hold its own program. This al- 
lows you to do things other programmers 
can only dream about. 


Typing It In 

Memory Flexer consists of two parts, a 
BASIC program and a machine lan- 
guage program. The first part, Memo- 
ry Flexer, is written in BASIC. To help 
you enter it without typing errors, use 
The Automatic Proofreader. See “Typ- 
ing Aids” elsewhere in this section. Be 
sure to save the program before exit- 
ing Proofreader. 

Switcher is the second part, and it is 
written in machine language. Enter it 
with MLX, our machine language entry 
program. Again, see ‘Typing Aids.” 
When MLX prompts, reply with the fol- 
lowing values. 


Starting address: CFO8 
Ending address: CFEF 


Be sure to save this program with the 
filename SWITCHER, since Memory 
Flexer loads and executes this file 
when it runs. Make sure that you save 


both programs on the same disk. 


How to Switch 

Load and run Memory Flexer. The disk 
drive will run for a few seconds, and 
then it will ask you for the primary and 
secondary border colors (0-15). They 
will change to let you know which 
bank you are in. The defaults are blue 
(14) for the primary bank and black (0) 
for the secondary. 

After you've selected the border col- 
ors, the screen will clear and you'll be 
instructed to hit Return five times. No- 
tice that the cursor will jump to five dif- 
ferent lines with SYS and other com- 
mands. This activates Memory Flexer 
and clears the program. 

To switch between memory banks, 
simply type SWAP Neither bank will in- 
terfere with the other. Each bank can 
have its own set of variables that will 
not clear when you switch banks. 

Immediately after activating Memory 
Flexer, it's a good idea to test it by at- 
tempting to store a brief program 
(such as 10 PRINT) in each bank. If 
you get an OUT OF MEMORY ERROR 
message, Memory Flexer has to 
“cough.” Clear it by typing NEW in 
both banks, and it should run fine. 


Disk Operations 

One use for Memory Flexer is to simpli- 
fy disk operations. For instance, if you 
want to see the directory without eras- 
ing @ program you are working on, just 
load the program into the other bank. 
For another use, you might want to 
keep a short program to read the error 
channel in one bank. 


Cut-and-Paste Programming 

Perhaps the most powerful feature of 
Memory Flexer is the ability to easily 
move lines between two programs. 
You could, for example, create a li- 
brary of subroutines you often use and 
simply paste them into programs as 
you need them. 

To move a section of lines, load the 
program you are copying from into one 
bank and the program you are copying 
to into the other. List the lines to be cop- 
ied, and then swap banks and press Re- 
turn with the cursor on the lines. If you 
need more than one screenful, simply 
repeat the process. 

Memory Flexer resides at 53000, 


which may conflict with some very 
long machine language programs that 
start at 49152. The primary bank is 
about twice as large as the secondary, 
so try to keep the longer program 
there. Also, very large programs may 
not fit into either bank, Programs 
saved from the secondary bank must 
be loaded back in without a ,8,1. Oth- 
erwise, they will load into the secon- 
dary bank, which is inaccessible with- 
out Memory Flexer. 


MEMORY FLEXER 


PK 5 REM COPYRIGHT 1993 - COMP 
UTE PUBLICATIONS INTL LTD 

- ALL RIGHTS RESERVED 
MD 16 IFA=9THENA=1:LOAD"SWITCH 


ER",8,1 
JA 100 OPEN1,@ 
HG 165 PRINT"{CLR}{6 DOWN}" 
QF 195 PRINT 
BE 204 PRINTSPC(18)"PRIMARY CO 


LOR #14{2 LEFT}"; 
INPUT#1,C$:PRINT 

V=VAL (C$): TF V<@ORV>15 
{SPACE}THEN PRINT" {UP}I 
NVALID; {UP}":GOTO206 
POKE53186,V 
PRINTSPC (16) "SECONDARY 
{SPACE}COLOR #6{LEFT}"; 
INPUT#1,C$: PRINT 
V=VAL(CS$) :IF V<@ORV>15 
{SPACE}THEN PRINT" {UP}I 
NVALID; {UP}":GoT0200 
POKE53205,V 

PRINT" {CLR}{3 DOWN}SyYS 
{SPACE}53008{2 DOWN}" 
PRINT"NEW{2 DOWN}" 
PRINT"SWAP{2 DOWN}" 
PRINT" NEW{2 DOWN}" 
PRINT" SWAP{2 DOWN}" 
PRINT" {HOME}PLEASE HIT 
{SPACE}RETURN FIVE TIME 
Sane 

GG 999 END 


SWITCHER 

CFG8:28 DA CF 20 94 CF AD @5 AE 
CF1@:93 8D 37 CF AD 04 63 8D 89 
CF18:36 CF A9 25 8D G4 63 AD 7A 
CF26:CF 8D 65 63 66 AG G3 B9 21 
CF28:68 62 D9 D6 CF DG G6 88 47 
CF30:FG 66 4C 27 CF 4C FF FF 75 
CF38:A9 3A AG BB 99 GB G2 CB EB 
CF40:CG 64 D@ F8 A5 2B CD BO 11 
CF48:CF D@ 1E AS 2C CD Bl CF ED 
CF56:D@ 17 4C 55 CF A9 6G 8D AF 
CF58:26 D@ 26 DA CF 26 7D CF B7 
CF6@:2G E3 CF 20 94 CF 4C 35 B6 
CF68:CF A9 Gl 8D 26 DB 
CF70:CE 20 7D CF 20 DA CF 20 D8 
CF78:94 CF 4C 35 CF A® 6G B9 ED 
CF80:2B 06 91 FB C8 C® BC DB DI 
CF88:F6 B9 75 G2 91 FB C8 CG AF 
CF9G:16 DG F6 66 AG GG Bl FB BS 


cn 216 
FG 226 


CM 236 
GJ 246 


CA 259 
EK 260 


JJ 276 
MX 280 


AM 290 
KS 360 
FM 310 
AB 320 
GM 330 


CF98:99 2B 86 C8 C@ GE DO F6 33 
CFAG@:Bl FB 99 73 62 C8 CO 12 49 
CFA8:D8 F6 Bl FB 8D 26 DO 68 53 
CFBG:G1 68 G3 G8 GA G8 BA G8 40 
CFB8:38 75 G6 G6 30 75 GB G8 2D 
CFCG:36 75 @1 32 75 34 75 3B BB 
CFC8:75 3B 75 48 AG GO 6H BB AS 
CFD@:AG 31 75 6B AG BB 53 57 BE 
CFD8:41 50 A9 BA 85 FB AX CF AC 
CFE@:85 FC 68 A9 C3 85 FB AI FE 
CFE8:CF 85 FC 60 68 90 946 60 77 


Scott Gifford programs his 64 in Flush- 
ing, Michigan. 


IRA MINIMUM 
DISTRIBUTION 


By Robert Nellist 

The Internal Revenue Service has a well- 
deserved reputation for writing complex 
and confusing regulations. It really outdid 
itself, however, when itwrote the rules gov- 
erning Individual Retirement Account 
(IRA) Minimum Distribution. 

An IRA owner must start periodic min- 
imum withdrawals from his or her ac- 
count(s) starting in the year that he or she 
reaches age 70%—not 70 or 71, mind 
you, but 702! The amount that must be 
withdrawn each year is determined by di- 
viding the combined life expectancy of 
the owner and the oldest beneficiary in- 
to the balance in the account at the end 
of the preceding year. Combined life ex- 
pectancy is computed using the ages 
reached in the year the owner reaches 
70¥2, Depending on his or her month of 
birth, the owner could reach either 70 or 
71 during that year. 

To complicate matters even further, 
life expectancy is almost always ex- 
pressed in fractions of a year and, in 
some cases, can be recalculated each 
year (rather than simply reducing it by 
one) to attain a slightly lower minimum 
withdrawal. Finally, if the owner's 
spouse is not the sole beneficiary, a dif- 
ferent set of rules applies. 

Of course, you don't have to be too con- 
cerned about all this because the institu- 
tion holding the IRA will undoubtedly fig- 
ure it for you when the time comes. But if 
you or a relative or friend would like to 
know ahead of time what an IRA's mini- 
mum distribution schedule will be, Mini- 
mum Distribution will print out a person- 
alized, detailed projection based on the 
answers you give to a few questions. 
Just answer the questions as you run the 


program. Having this information in ad- 
vance could prove important. 


Typing It In 

Minimum Distribution is written entirely 
in BASIC. To help avoid typing errors, 
enter it with The Automatic Proofread- 
er. See “Typing Aids” elsewhere in 
this section. As always, save a copy be- 
fore you run it. 


Accuracy Considerations 

The nearer an IRA owner is to the time 
when he or she must start periodic with- 
drawals, the more accurate the projec- 
tion can be. However, if there will be 
no further deposits or withdrawals, the 
program can take the present balance 
and, using daily compounded interest, 
predict what the balance will be when 
its owner reaches 70/2—even if that 
time is several years away. Accuracy 
will then depend entirely on how well 
you forecast the interest rate. 


The Printout 

Let's take a look at a typical printout. Un- 
der Account Number and Owner's 
Name are several of the statistics on 
which the projection is based. The term 
MDIB Applied, if it appears, indicates 
that the Minimum Distribution Incidental 
Benefit Requirement is in effect because 
the owner's spouse was not named as 
the sole beneficiary. In this case, the Ben- 
eficiary Age In Effect may differ from 
that person's actual age. 

Now look at the projection chart itself. 
The owner's age is shown and then the 
year in which each minimum withdrawal 
must be made. The withdrawal amount 
appears in the far right column and is ob- 
tained by dividing the current life expec- 
tancy into the account balance. If the ac- 
count is earning a decent interest rate, 
the balance will probably increase for 
the first few years despite the withdraw- 
als. After studying the chart, an IRA own- 
er may well decide to increase withdraw- 
als in the early years in order to prevent 
sharply higher minimums in the later 
years from severely impacting his or her 
income tax. 


A Grace Period 

The IRS, in a burst of generosity, has 
decreed that the withdrawal deadline 
for the initial year may be delayed un- 
til April 1 of the following year without 


APRIL 1993 COMPUTE G-35 


PROGRAMS 


penalty. After that, however, withdraw- 
als must be completed by December 
31 of the year in which they are due. 


Limitations 

Recalculation (mentioned previously) is 
not used in this program. It would only 
reduce minimum withdrawal by a 
small amount and could cause compli- 
cations in case of death. 

The program can accurately com- 
pute combined life expectancy when 
the oldest beneficiary's age falls be- 
tween 55 and 90 at the start of manda- 
tory distribution. Anything outside this 
range would be very unusual. 


MINIMUM DISTRIBUTION 


PK 5 REM COPYRIGHT 1993 ~ COMP 
UTE PUBLICATIONS INTL LTD 
~ ALL RIGHTS RESERVED 
CLR: POKE53281,12:POKE532 
8G,12:POKE646,11 
DIM SP$(116) ,MD$(11@) ,LX 
$ (110) :TS="GG":QS="."3VS 
=" ":BSS="NO BENEFICIARY 


GK 10 


RG 26 


" 


FOR X=1 TO 58:DAS$=DAS+"= 
"3NEXT 
PRINT"{CLR}{2 DOWN} M 
{DOWN} I{DOWN} N{DOWN} I 
{DOWN} M{DOWN} U{DOWN} M 
{DOWN}"SPC(3)"D I STR 
{SPACE}I B UT IO N" 
PRINTTAB(3)"{5 DOWN}B Y" 
SPC(5)"ROBERT 
{2 SPACES}N ELLIS tT" 
PRINTTAB(14)"{5 DOWN}PRE 
SS ANY KEY" 
WAIT 198,15:GET MS 
PRINT" {CLR}{2 DOWN}ENTER 
THE IRA ACCOUNT NUMBER" 
INPUT C$:C$="IRA ACCOUNT 
NO.- "+c$ 

PRINT" {DOWN}JENTER THE I 
RA OWNER'S NAME" 

INPUT D$:DS$="OWNER'S NA 
Le "+D$:CD=69-LEN (C$+D 

) 

PRINT" {DOWN}JENTER THE M 
ONTH AND YEAR THE IRA O 
WNER{2 SPACES}WAS BORN 
{SPACE}- "; 
PRINT"SEPARATE WITH A C 
omMMA" 

INPUT" (EXAMPLE 
4) ";MA,YA 
MA=MA+6:YO=YA+7G:IF MA> 
12 THEN YO=YO+1 
OA=YO-YA 

PRINT "{DOWN}DOES THE A 
CCOUNT NAME AT LEAST ON 
E"SPC(6)"PERSON AS BENE 
FICIARY"; 


FP 36 


KQ 46 


5@ 


60 


76 
86 


96 
168 


116 


126 


136 
146 - 68,192 
156 


166 
176 


G-36 COMPUTE APRIL 1993 


GA 


KD 


JI 


CK 
BB 


KJ 


DB 
PM 


MG 
RH 
PK 


GC 


QF 


KM 


AD 


HJ 


JK 


HH 


RX 
DE 


GF 
CG 


CB 


Cx 


XK 


183 


196 


206 


216 
226 


236 


246 
256 


260 
276 
288 


290 


308 


316 


326 


336 


346 


358 


368 
376 


386 
396 


466 


419 


429 


PRINT" IN CASE OF THE"S 

PC (4) "OWNERS DEATH? 

{2 SPACES}<Y¥/N>" 

GET B$:IF BS="N"AND OA= 

70 THEN LX=16.9:BAS="_N 

O":GOTO 300 

IF BS="N"AND OA=71 THEN 
LX=15.3:BA$="_NO":GOTO 
306 

IF BS<>"Y"THEN 196 

PRINT" {DOWN}ENTER THE Y 

EAR OF BIRTH OF THE OLD 

EST"SPC (3) "BENEFICIARY" 

INPUT" (EXAMPLE - 1927)" 

7YB:BA=YO-YB:IF BA>99 T 

HEN BA=9G 

IF BA<55 THEN BA=55 

PRINT" {DOWN}IS THE OWNE 

R'S SPOUSE THE SOLE"SPC 
(16) "BENEFICIARY? 

{2 SPACES}<y/N>" 

GET BS$:IFBSS<>"N"AND B 

SS<>"Y"THEN 260 

IF BS$="N"AND OA=78 AND 
BA<6@ THEN BA=60 

IF BS$="N"AND OA=71 AND 
BA<61 THEN BA=61 

BAS=STR$(BA) :GOSUB 1016 
:REM-COMPUTE LIFE EXPEC 

TANCY 

PRINT" {CLR}{2 DOWN}THE 
{SPACE}NEXT QUESTION AS 

KS FOR THE ESTIMATEDIRA 
BALANCE AT THE"; 

PRINT" END OF"YO~1:PRIN 

T"THE PROGRAM WILL PROJ 

ECT THIS FOR YOU 
{2 SPACES}"; 

PRINT" (USING DAILY COM 

POUNDED INTEREST) PROVI 

-DING THERE WILL BE NO 
{SPACE}"; 

PRINT"FURTHER DEPOSITS, 
WITHDRAWALS, OR CHANGE 
IN THE INTEREST 
{2 SPACES}RATE. " 

PRINT" {DOWN}DO YOU WANT 
THIS PROJECTION? 

{2 SPACES}<y/N>" 

GET PRS$:IF PRS="N"THEN 

{SPACE}496 

IF PRS<>"Y"THEN 359 

PRINT" {CLR} {DOWN} "TAB (1 

%)"SPECIAL COMPUTATION" 

PRINT" {2 DOWN}JENTER THE 
PRESENT YEAR" 

INPUT" (EXAMPLE 

7PY 

PRINT"{2 DOWN}JENTER THE 
BALANCE IN THE ACCOUNT 
AT THE END OF"PY-1 

INPUT" (EXAMPLE ~ 50546. 

06) ";CBS$:SP=VAL (CBS) 

PRINT" {2 DOWN}ENTER THE 
CURRENT INTEREST RATE 

{SPACE }THE"SPC (5) "ACCOU 

NT IS EARNING" 


=.1993))." 


BK 


QP 


JJ 


XF 


cD 


QM 


kQ 


PS 


PJ 


HP 


DJ 


430 


44G 


456 


468 


476 


486 


49G 


566 


510 


526 


536 


546 


556 
566 


578 
580 
596 
688 
618 
626 
630 
64G 
656 


668 


679 


686 


696 


788 


INPUT" (EXAMPLE - 5.5)"; 
IR: IRS=STRS$ (IR) :IR=IR/1 
ao 
PRINT" {CLR}{2 DOWN}"TAB 
(13)"PLEASE WAIT": PRINT 
: YL=YO-PY 
FOR R=1 TO YL:GOSUB98@: 
PRINT:NEXT:REM-DAILY CO 
MPOUNDING 
PPS=STRS$(SP):1F SP=INT ( 
SP)THEN PPS$=PP$+Q$ 
PPS=PPS$+TS:V=LEN (STRS (I 
NT (SP))):PPS=LEFTS (PPS, 
V+3) 
PRINT" {CLR} {2 DOWN}"TAB 
(5)"PROJECTED BALANCE ~ 
"PPS:GOTO 516 
PRINT" {CLR}{2 DOWN}ENTE 
R THE ACCOUNT'S ESTIMAT 
ED BALANCE ATTHE END OF 
"YO-1 
INPUT" (EXAMPLE - 65432. 
G6){2 SPACES}";PPS$:SP=Vv 
AL (PPS) :PPS=VS$+PPS 
PRINT"{2 DOWN}ENTER THE 
ESTIMATED YEARLY INTER 
EST RATETHE ACCOUNT IS 
{SPACE}EXPECTED "; 
PRINT"TO EARN OVER THEP 
AYOUT YEARS" 
INPUT "(EXAMPLE - 7.55) 
{2 SPACES}";IR:INS=STRS 
(IR) :IF IR=INT (IR) THEN 
{SPACE} INS=INS+".9" 
PRINT" {CLR}":NY=INT (LX) 
:IF LX=NY THEN NY=NY-1 
IR=IR/180:SY=YO 
FORX=OA TO OA+NY:IF LX< 
1THEN LX=1 
MD=SP/LX:LX$=STRS (LX) +Q 
$+TS:IF LX<10THEN LXS=v 
S+Lx$ 
LX$ (X) =LEFTS (LXS,5) 
MD=SP/LX: SPS (X) =STRS$ (SP 
) =MDS (X) =STRS (MD) 
IF SP<1064696 THEN SPS(x 
) =VS+SPS$ (xX) 
IF SP<10066 THEN SPS (xX) 
=VS+SP$ (X) 
IF MD<16000 THEN MD$(X) 
=VS+MDS (X) 
IF MD<1069@ THEN MDS(X)= 
VS+MDS (X) 
IF MD=INT (MD) THEN MDS$(X 
) =MDS$ (X) +Q$ 
IF SP=INT(SP)THEN SP$(X 
) =SP$(X)+Q$ 
MDS (X) =LEFTS (MDS$(X)+TS, 
9) :SPS(X)=LEFTS (SPS (X)+ 
TS,10) 
PRINT X;TAB(4)SY;TAB(1G 
) SPS (X) TAB (22) LX$ (X) TAB 
(29) MDS (X) 
IF X=OA+NY THEN 716 
GOSUB 980:REM-DAILY COM 
PUNDING 
SP=SP-MD:LX=LX-1:SY=SY+ 


XH 


BB 


JJ 


GB 


MS 


EA 


QK 
PF 


RC 


GS 


PS 


DJ 


QD 


HM 


EF 


JQ 


JH 


PE 
BK 


719 


726 


736 


746 


758 


766 


776 
780 


796 


806 


810 
826 


830 


840 


850 


860 


876 


880 


890 
966 


916 
926 
936 


946 


956 
968 


1 
NEXT: PRINT" {2 DOWN}"SPC 
(10)"PRESS P FOR PRINTO 
ur" 
GET M$:IF M$<>"P"THEN 7 
26 
OPEN4,4:IF BSS="Y"THEN 
{SPACE}BS$="{2 SPACES}S 
POUSE ONLY " 
IF BS$="N"THEN BS$=" MD 
IB APPLIED " 
PRINT#4,""SPC(3)"M IN 
{SPACE}I M U M"SPC(3)"D 
I 8 T Reviploa To N" 
SPC (3); 
PRINT#4,"P ROJECT 
{SPACE}I O N"SPC(3)"C H 
ART" 
PRINT#4:PRINT#4: PRINT#4 
r""SPC(5)C$;""SPC (CD) DS 
PRINT#4:PRINT#4,""SPC(5 
) "OWNER'S AGE AT END OF 
"yo"="0A; 
PRINT#4,""SPC (8) "BENEFI 
CIARY AGE IN EFFECT-"BA 
$:IF PRS="N" THEN 826 
PRINT#4:PRINT#4,""SPC(5 
) "SPECIAL COMPUTATION O 
PTION - "; 
PRINT#4,CBS" FOR"YL"YEA 
RS @"IRS"$ ="PPS 
PRINT#4:PRINT#4,""SPC(5 
) "BALANCE AT END OF"yO- 
1"-"PPs; 
PRINT#4,""SPC (9) "ANNUAL 
INTEREST RATE-"INS" 3" 
:PRINT#4 
PRINT#4,""SPC(5)"NO REC 
ALCULATION"SPC(11)BS$"" 
SPC (11) "DAILY COMPOUNDI 
NG" 
PRINT#4: PRINT #4: PRINT #4 
:PRINT#4,""SPC(1G) "AGE" 
SPC (6) "YEAR"; 
PRINT#4,""SPC(8) "ACCOUN 
T"SPC(7) "LIFE"SPC (7) "MI 
NIMUM" 
PRINT#4,""SPC (31) "BALAN 
CE"SPC (7) "EXPECT. "SPC (4 
) "DISTRIBUTION" 
PRINT#4,""SPC(1G)DAS:PR 
INT#4 
FOR Z=0A TO OA+NY 
PRINT#4,""SPC(9) Z""SPC( 
5) YO""SPC(5)SP$(Z)""SPC 
(5) LX$(Z) ;""SPC(5)MDS(Z 


) 

YO=YO+1 

NEXT :CLOSE4 

PRINT" {CLR} {DOWN} "TAB (1 

1)"PLEASE CHOOSE ONE" 

PRINTTAB(6)"{2 DOWN}P = 
PROCESS ANOTHER ACCOUN 

T": PRINTTAB (6) "{DOWN}Q 
{SPACE}= QUIT" 

GET M$:IF MS="P"THEN 16 
IF MS$="Q"THEN SYS64738 


XF 970 GOTO 956 
MX 986 FOR Y=1 TO 365:REM~DAIL 
¥ COMPOUNDING LCOP 
EQ 996 DY=(SP*IR)/365:SP=SP+DY 
: PRINTTAB (16) "{RVS}"y" 
{uP}" 
SF 1666 NEXT:RETURN 
XF 1616 IF OA=76 THEN 1036:REM 
-LIFE EXPECTANCY COMPU 
TATION 
PB 1626 FOR X=1 TO 36:READ LL: 
NEXT 
XB 1636 FOR X=55 T) 90:READ LL 
BQ 1046 IF X=BA THEN LX=LL:x=9 
6 
RK 1656 NEXT: RETURN 
SE 1666 DATA29.9,29.1,28.4,27. 
6,26.9,26.2,25.6,24.9, 
24.3,23.7,23.1,22.5,22 
-0,21.5 
SS 1676 DATA21.1,20.6,36.2,19. 
8,19.4,19.1,18.8,18.5, 
18.3,18.0,17.8,17.6,17 
34) L708 
BG 1686 DATA17.1,17.9,16.9,16. 
8,16.7,16.6,16.5,16.5 
SQ 1690 DATA29.7,29.0,28.2,27. 
5,26.7,26.0,25.3,24.7, 
24.0,23.4,22.8,22.2,21 
aTp2le2 
HR 1106 DATA20.7,20.2,19.8,19. 
4,19.0,18.6,18.3,18.0, 
17.7,17.5,17.2,17.6,16 
-8,16.6 
SH 1110 DATA16.5,16.3,16.2,16. 


1,16.6,15.9,15.8,15.8 


Robert Nellist, the author of Ancestry 
(January 1993), lives in Brockport, New 
York, 


SNAKEY 


By Farid Ahmad 

Snakey is a game that can help you in- 
crease your typing speed. At the lowest 
level, Snakey can be played by children 
who are just learning their way around the 
keyboard; the most difficult level should 
give even experienced typists a workout. 

Snakey consists of a BASIC program 
and a machine language program. To 
help prevent typing errors, enter the BA- 
SIC program with The Automatic Proof- 
reader. See “Typing Aids’ elsewhere in 
this section. Be sure to save the program 
before you try to run it. Save both pro- 
grams on the same disk. 

Use MLX, our machine language en- 
try program, to enter the machine lan- 
guage portion. Again, see “Typing 
Aids.” When MLX prompts, reply with the 
following addresses. 


Starting address: CCO8 
Ending address: CECF 


Be sure to save this program with the 
filename SNAKEY.ML. The BASIC por- 
tion loads this file when it runs. 


Starting Options 

When you run the game, you're first 
asked to choose a level of difficulty. 
The game then asks you for the keys 
on which you want to practice. You 
can choose alphabet only, numbers on- 
ly, full keyboard, or specific keys. 

If you choose to define specific 
keys, you're taken to a new screen 
where you can edit previously entered 
keys or enter new ones. You cannot en- 
ter spaces, as they would not be visi- 
ble on the game screen. 


Gameplay 

Once you have made your selections, 
the actual game starts. Characters 
start to flow from the left side of the 
screen, rather like a snake crawling out 
of a basket. This “snake” of characters 
makes its way toward the right edge of 
the screen. The object of the game is 
to force Snakey back into its basket. 
To do this, you must type the letter at 
Snakey's head. But hurry. If you take 
too long, Snakey will grow another char- 
acter at its head, and you'll have to 
type it instead. If Snakey reaches the 
other side of the screen, you lose. 

At each level, Snakey grows at a spe- 
cific rate, giving you time to react. 
Should you type in a wrong character, 
however, Snakey grows immediately. 
This means that if you start pressing 
keys randomly, Snakey will grow very 
quickly, even at the easier levels. 

The computer will inform you when 
you have lost or won. If your score is 
the highest so far, it will also ask for 
your name. A separate high-score re- 
cord is kept for each level and is dis- 
played at the top of the screen during 
the game. 


Modifying Snakey 
You can easily change the initial 
length and reaction time associated 
with each level. List the program from 
line 1300 to line 1390. Increase the RT 
variable to increase reaction time, mak- 
ing the level easier. Increase the RS 
variable to increase Snakey’s initial 
APRIL 1993 COMPUTE G-37 


PROGRAMS 


length, 
You 


making the level more difficult. 
can also change the string that 


is used as the default for the Define 


Keys option. Just change the variable 
TS$ in line 1110. 

SNAKEY 

BM @ REM COPYRIGHT 1993 ~ COMP 


PD 5 


16 
26 
30 


4G 
58 
66 
76 


86 


96 
16 
11 
12 
13 
14 
15 
16 
26 


G-38 


UTE PUBLICATIONS INTL LTD 
- ALL RIGHTS RESERVED 

IF ML=@ THEN ML = 1:PRINT 
"{CLR}LOADING ML....":LOA 
D"SNAKEY.ML",8,1 


QQ=52232 

GOSUB1G10: REM “INITIALIZ 
E 

GOSUB1596 

GOSUB126@6:REM "OPTIONS 
PO=6 


PRINT" {CLR}":SY¥SQQ,5,08: 
PRINT"PRESS ANY KEY WHEN 
READY": POKE198, @:WAIT19 
8,1 
GOSUB880:REM 
N 
TIS="600006" 
6 GOSUB210:REM 


"DRAW SCREE 


“UPDATE 


@ IF PO=GL THEN GOTO58@ 
@ GOSUB380:REM "GET INPUT 
6 GOSUB460:REM "CHECK IT 


@ IF PO<>OTHEN1@6 

@ CTS=TI$:GOTO68G 

O: 

@ REM-UPDATE:SELECTS AND 
{SPACE}PRINTS THE NEXT 
{SPACE } CHARACTER+MAKES 
{SPACE} SOUND 

@ CC=PX (PO) :PO=P0+1:IFPO= 
GLTHEN RETURN 

® X=RND(1):X=X*TL+1 

@ XX=RND (1) :XX=INT (XX*2) 

@ IFXX=@THENCC=CC+1:IFCC> 
22THENCC=21 

@ IFXX=1THEN{2 SPACES}CC= 
CC-1:IFCC<2 THENCC=3 

6 PxX(PO)=CC 

@ SNAKES (PO) =MIDS$(TSS,X,1 
) 

® SYSQQ,CC,PO:PRINTSNAKES 
(PO) 

@ POKESS+1,X+5G 

@ POKESS+4,17:FOR RR= 1T 
© 5{2 SPACES}:NEXT 

6 POKESS+4,16 

@ RETURN 


@ REM-GET INPUT:GET INPUT 


FROM PLAYER 
@ R=6 
@ GET RES: IFRES<>""THEN41 
i) 
@ R=R+1 :IF R<>RT THEN39@ 
@ RETURN 
Oo: 


@ REM-CHECK IT :RETRUNS W 
COMPUTE APRIL 1993 


466 
470 
480 
490 
566 
516 
520 
530 
570 
586 
596 
606 
6196 
676 
686 
696 
700 
710 
726 
730 
748 
756 
768 
778 


780 


798 


800 
810 
820 
836 
878 
886 
896 
906 


916 
920 


HEN THERE IS WRONG RESP 
ONSE OR WHEN GAME IS OV 
ER 

IF RES$<>SNAKES (PO) THEN 
{3 SPACES}RETURN 
SYSQQ,PX (PO) ,PO:PRINT" 
{SPACE}" 
POKESS+1,P0*2+22 
POKESS+4,033:FOR RR= 1 
{SPACE}TO 5{2 SPACES}:N 
EXT 

POKESS+4 ,G32 

PO=PO-1:IF PO<>G@THENGOS 
UB38G:GOTO466 

RETURN 

REM-LOST 
SYSQQ,06,12:PRINT" {CLR} 
SORRY, YOU LOST" 
SYSQQ,08,08:PRINT"WHY D 
ON'T YOU TRY AGAIN ??" 
GOTO775 


REM-WON 
CCS=MIDS$(CT$,3,2)+":"+R 
IGHTS (CT$,2) 
SYSQQ,06,12:PRINT" {CLR} 
YOU DID IT! 
SYSQQ,08,08:PRINT"YOUR 
{SPACE}TIME WAS : "CCS 
IF CTS$=>BT$(LE) THEN77@ 
SYSQQ,12,0:PRINT"WOW!! 
{SPACE}THIS IS A NEW RE 
CORD AT LEVEL";LE 
SYSQQ,15,05:PRINT"WHAT 
{SPACE}IS YOUR NAME "; 
R1$="{2 SPACES}AZ":GOSU 
B1696 
R1S="";SYSQQ,15,23,6,R1 
$:BPS$(LE)=R1$ 
BTS (LE) =CT$:BBS$ (LE) =CC$ 
SYSQQ,20,0:PRINT"PRESS 
{SPACE}SPACE BAR TO CHA 
NGE OPTIONS 
SYSQQ,21,0:PRINT" 
{6 SPACES}OR ANY OTHER 
{SPACE}KEY TO PLAY AGAI 
nN" 
SYSQQ,22,0:PRINT" 
{6 SPACES}WITH SAME SET 
TINGS 
POKE198,@:WAIT198,1:GET 
RS 
IF RS="_" THEN PRINT" 
{CLR}":{2 SPACES}GOTO5@ 
GOTO6G 


REM-DRAW SCREEN 
SYSQQ,G6,00:PRINT"{CLR}L 
EVEL=";LE 
SYSQQ,9,12:PRINT"BEST T 
IME ";BB$ (LE) 
SYSQQ,0,28:PRINT"BY ";B 
PS (LE) 
SYSQQ,19,0:PRINT"Q" 
FORR=1T022:SYSQQ,R ,39: 
PRINT"Q":NEXT 


936 
946 
956 
966 
1696 
1616 
1626 
1636 
1646 
1656 
1668 
1676 


1686 
1696 


1169 s2 


1116 
11206 


1136 
1149 
1158 


1166 
1170 


1186 
1198 


1206 
1216 
1256 
1266 
1276 


1286 


1299 


1366 
1319 


1326 
1336 
1346 
1356 
1366 
1376 
13896 
1396 
1496 
1416 
1426 
1436 
144g 


FORR =1TORS:GOSUB21G:NE 
xT 

POKE198,@ 

RETURN 


REM-INITIALIZE 
POKE53280,6:POKE53281, 
G: 
PRINT" {WHT }" 
I) 
DIM SNAKE$(5@):REM CON 
TAINS THE ALPHBETS PUT 
ON THE SCREEN 
DIMPX (50) 
PX(@6)=10{5 SPACES}:REM 
ROW ON WHICH SNAKEOF 
{SPACE}COLUMN X IS PUT 
CC=10:REM THE CURRENT 
{SPACE} ROW 
PO=6 :REM THE 
{SPACE }COLUMN 
GL=39:REM GAME LOST 
$1$="ABCDEFGHIJKLMNOPQ 
RSTUVWXYZ" 
"8123456789" 
TSS="SNAKEY" 
FOR R= GTOG9:BTS(R)="9 
91600":BBS(R)="10:06": 
BPS(R)="UMARA": NEXT 


?X=RND(-T 


CURRENT 


REM~SOUND 

FOR R=54272 TO 54296:P 
OKER, 0:NEXT:SS=54272 
POKE SS,255 

POKE SS+24,15:REM VOLU 
ME 
POKESS+5,16*16+01:REM 
{SPACE }ATT/DELAY 
POKESS+6,15*16+1 
{SPACE}SUS/REL 
RETURN 


:REM 


REM-OPTIONS 

RT=0 

SYSQQ,4,4: PRINT" {CLR}C 
HOOSE LEVEL (0-9 
SYSQQ,5,4:PRINT"(@ IS 
{SPACE}EASY : 9 IS HAR 
D) 
POKE198,0:WAIT198,1:GE 
T LES:LE=VAL (LES) 
LE=@THENRT=150:RS=7 
LE=1THENRT=100:RS=1 


LE=2THENRT=8G6:RS=11 
LE=3THENRT=70:RS=12 
LE=4THENRT=60:RS=13 
LE=5THENRT=50:RS=14 
LE=6THENRT=45:RS=15 
LE=7THENRT=40:RS=26 
LE=8THENRT=30:RS=29 
LE=9THENRT=20: RS=26 
RS>37 THEN RS = 37 
RT=G6THEN1296 

PRINT: PRINTTAB (4) LE 


XR=12:XC=3 


Qs 
PG 


Qs 
QA 
DA 
KR 
BE 
SA 
GM 
Js 
QXx 
EK 
RQ 


QR 
KG 


GE 


Qx 
FE 


DA 


DJ 


DQ 


1456 
1469 


1476 
1480 
1496 
1566 
1516 
1520 
1536 
1549 
1556 
1560 
1576 


1586 
1596 


16096 


1616 
1626 


1636 


1646 


1656 


1666 


1676 
1686 
1696 


1766 
1716 


1726 
1736 


SYSQQ,XR,XC: PRINT"CHOO 
SE KEYS TO BE USED" 
SYSQQ,XR+2,XC+3: PRINT" 
{RVS}A{OFF}LPHABETS ON 
LY 
SYSQQ,XR+3,XC+3:PRINT" 
{RVS}N{OFF}UMBERS ONLY 
SYSQQ,XR+4,XC+3: PRINT" 
{RVS}B{OFF}OTH 
SYSQQ,XR+5,XC+3:PRINT" 
{RVS}D{OFF}EFINED 
POKE198,@:WAIT198,1:GE 
TTS 

IFTS="A"THEN TSS= 
GoTO1580 
IFTS="N"THEN TSS$= 
GOTO1580 
IFTS="B"THEN TS$= S1$+ 
$2$:GOTO1586 
IFTS<>"D"THEN GOTO15GG 
REM~Z 
PRINT" {CLR} ":R1LS="!1¢*} 
{K}{B}":GOSUB169G 
PRINT" {CLR}"%:GOSUB1696 
:SYSQQ,0,0,280,TSS 
TL=LEN (TS$) : RETURN 
PRINT" {CLR}":SYSQQ,6,1 
3:PRINT"S NA KE Y¥" 
PRINT" {2 DOWN}SNAKEY H 
AS JUST COME OUT OF IT 
'S BASKET. 

PRINT"YOU MUST HELP PU 
T IT BACK IN BY TYPING 
PRINT" {DOWN}THE CHARAC 
TER AT IT'S HEAD. 
PRINT" {DOWN}BUT HURRY 
{SPACE}UP, IF SNAKEY M 
AKES IT TO 

PRINT" {DOWN}THE WALL O 
N THE OTHER SIDE, YOU 
{SPACE}WILL 

PRINT" {DOWN}NEVER BE A 
BLE TO CATCH UP WITH I 
T! 
SYSQQ,23,13:PRINT"PRES 
S ANY KEY":POKE 198,G: 
WAIT198,1 

RETURN 

REM~XINPUT 

Rl = LRN(R1$) :POKE5294 
G,R1/2 

FOR R2 = 1 TO RI 
POKE 52946 + R2, 
ID$(R1$,R2,1)) 
NEXT R2 

RETURN 


S1$: 


S2$: 


ASC (M 


SNAKEY.ML 


CCGO8:28 
CC1G:26 
CC18:84 
CC26:CB 
Cc28:18 
CC3G:04 
CC38:11 
CC4G:A5 
CC48:DG 


FD 
FD 


AE 
AE 
A6 
BO 
oo 
0) 
AS 
69 
AG 


26 
26 
02 
39 
65 
85 
FD 
96 
i) 


9E 
9E 
EG 
18 
G3 
FE 
69 
85 
Bl 


B7 
B7 
19 
26 
85 
A5 
28 
FE 
7A 


86 
8A 
BO 
FO 
FD 
G2 
85 
cé 
cg 


EB 
A2 
B3 
FO 
62 
G2 
E9 
51 
Cu. 


CC5G:FO 
CC58:B7 
CC60:37 
CC68:FD 
CC76:69 
CC78:FG 
CC86:C9 
CC88:4C 
CC9G:96 
CC98:C9 
CCAG:99 
CCA8:CE 
CCB@: 26 
CCBB:E8 
CCC@:A5 
CCC83AG 
ccp6:65 
CCD8:CE 
CCEG:94 
CCE8:84 
CCFO:64 
CCE8:F@ 
CD66:C8B 
CDG8:62 
CD16:DD 
CD18:CD 
CD29:69 
CD28:EF 
CD36:46 
CD38:E9 
CD40:69 
cn48:C7 
CD56:60 
CD58:85 
CD66:6C 
CD68:CD 
CD76:EC 
CD78:CD 
CD80:A9 
CD88:D8 
CD9G:BG 
CD98:C9 
CDAG: 86 
CDA8:CD 
CDBG:C9 
CDB8: 28 
CDCG: 28 
cpc8:11 
CDDG:27 
CDD8:CB 
CDEG:69 
CDE8:C9 
CDFO:F4 
CDF8:FD 
CEGG:E8 
CEG8:A9 
CE10:CE 
CE18:94 
CE20:C9 
CE28:C9 
CE30:C7 
CE38:A9 
CE40:FD 
CE48:CA 
CES@:CE 
CE58:A9 
CE60:C9 
CE68:C7 
CE7@:CC 
CE78:4C 


62 
2A 
BS 
59 
68 
5B 
Bl 
D6 
De 
F2 


26 
8c 
a5 
c8 
E9 
B9 
CE 
91 
AS 
0o 


De 
c8 
4c 
CE 
6G 
BE 
Da 
FB 
65 
AG 


@4 
CE 
BS 
85 
85 
CE 
F5 
c8 
91 
G2 


88 
ipl) 
CE 
33 
34 
oo) 
AG 
AS 
FB 
ao 


4c 
07 
38 
85 
85 
34 
92 
04 
66 
86 


7E 
84 
AS 
a4 
65 
c8 
AD 
91 
6G 
60 


CEC8:61 


Farid Ahmad is a frequent contributor. 
He lives Islamabad, Pakistan. a] 


ATTENTION 
USER GROUPS! 


WE WANT TO HEAR FROM YOU! 


Gazette will soon publish an up-to-date 
list of all Commodore 64/128 user 
groups across the U.S., throughout Can- 
ada, and around the world. We are now 
in the process of updating this informa- 
tion. If your user group has not appeared 
in any of our previous lists and you'd 
like to be included, please send your 
club name, address, and bulletin board 
service telephone number to the follow- 
ing address, 


Commodore 64/128 

User Group Update 
COMPUTE's Gazette 

324 W. Wendover Ave., Ste. 200 
Greensboro, NC 27408 


TYPING AIDS 


MLX, our machine language entry pro- 
gram for the 64 and 128, and The Auto- 
matic Proofreader are utilities that help 
you type in Gazette programs without 
making mistakes. To make room for 
more programs, we no longer include 
these labor-saving utilities in every issue, 
but they can be found on each Gazette 
Disk and are printed in all issues of Ga- 
Zette through June 1990. 

We'll send you a free printed copy 
if you send an SASE to Typing Aids, COM- 
PUTE’s Gazette 324 West Wendover Av- 
enue, Suite 200k, Greensboro, North Car- 
olina 27408. 

Write to Typing Aids, COMPUTE's 
Gazette, 324 West Wendover Avenue, 
Suite 200, Greensboro, North Carolina 
27408. 


APRIL 1993 COMPUTE G-39 


THE AUTOMATIC PROOFREADER 


The Automatic Proofreader helps you 
type in program listings for the 128 and 
64 and prevents nearly every kind of 
typing mistake. 

Type in Proofreader exactly as list- 
ed. Because the program can't check 
itself, be sure to enter each line care- 
fully to avoid typographical errors or oth- 
er mistakes. Don't omit any lines, even 
if they contain unusual commands. Af- 
ter you've finished, save a copy of the 
program before running it. 

Next, type RUN and press Return. Af- 
ter the program displays the message 
Proofreader Active, you're ready to 
type in a BASIC program. 

Every time you finish typing a line 
and press Return, Proofreader displays 
a two-letter checksum in the upper left 
corner of the screen. Compare this re- 
sult with the two-letter checksum print- 
ed to the left of the line in the program 
listing. If the letters match, the line prob- 
ably was typed correctly. If not, check 
for your mistake and correct the line. Al- 
so, be sure not to skip any lines. 

Proofreader ignores spaces not en- 
closed in quotation marks, so you can 
omit or add spaces between keywords 
and still see a matching checksum. 
Spaces inside quotes are almost al- 
ways significant, so the program pays 
attention to them. 

Proofreader does not accept key- 
word abbreviations (for example, ? in- 
stead of PRINT). If you use abbrevi- 
ations, you can still check the line by 
listing it, moving the cursor back to the 
line, and pressing Return. 

If you're using Proofreader on the 
128, do not perform any GRAPHIC com- 
mands while Proofreader is active. 
When you perform a command like 
GRAPHIC 1, the computer moves eve- 
rything at the start of BASIC program 
space—including the Proofreader—to 
another memory area, causing Proof- 
reader to crash. The same thing hap- 
pens if you run any program with a 
GRAPHIC command while Proofreader 
is in memory. 

Though Proofreader doesn’t interfere 
with other BASIC operations, it's a 
good idea to disable it before running 
another program. To disable it, turn the 
computer off and then on. A gentler 
method is to SYS to the computer's 
built-in reset routine (65341 for the 128, 
64738 for the 64). 

G-40 COMPUTE APRIL 1993 


AUTOMATIC PROOFREADER 


6 CLR 

16 VE=PEEK(772)+256*PEEK(773): 
LO=43:HI=44: PRINT" {CLR} 
{WHT }AUTOMATIC PROOFREAD 
ER FOR "; 

26 IF VE=42364 THEN PRINT "64" 

36 IF VE=17165 THEN LO=45:HI=4 
6:WAIT CLR:PRINT"128" 

49 SA= (PEEK (LO) +256*PEEK (HI) ) + 
6:FOR J=SA TO SA+166:REA 
D B:POKE J,B:CH=CH+B:NEX 
a 

50 IF CH<>20570 THEN PRINT "*E 
RROR* CHECK TYPING IN DA 
TA STATEMENTS": END 

69 FOR J=1 TO 5:READ RF,LF,HF: 
RS=SA+RF:HB=INT (RS/256) : 
LB=RS~ (256*HB) 

79 CH=CH+RF+LF+HF:POKE SA+LF,L 
B:POKE SA+HF,HB:NEXT 

86 IF CH<>22054 THEN PRINT "*E 
RROR* RELOAD PROGRAM AND 
CHECK FINAL LINE":END 

90 IF VE=17165 THEN POKE SA+14 
,22:POKE SA+18,23:POKESA 
+29,224:POKESA+139, 224 

100 POKE SA+149,PEEK(772) :POKE 
SA+156,PEEK (773) : PRINT" 
{CLR}PROOFREADER ACTIVE" 

116 SYS SA:POKE HI,PEEK(HI)+1: 
POKE (PEEK (LO) +256*PEEK ( 
HI) )-1,@:NEW 

126 DATA126,169,73,141,4,3,169 
13,141,5,3,88,96,165,24, 
133,167 

136 DATA165,21,133,168,169,0,1 
41,6,255,162,31,181,199, 
157,227 

146 DATA3,262,16,248,169,19,32 
7216,255,169,18,32,216,2 
55,1668 

158 DATAG,132,180,132,176,136, 
230,186,266,185,0,2,248, 
46,261 

168 DATA34,208,8,72,165,176,73 
,255,133,176,104,72,2G1, 
32,268 

176 DATA7,165,176,208,3,104, 29 
8,226,104,166,186,24,165 
1167 

189 DATA121,0,2,133,167,165,16 
8,165,0,133,168,202,208, 
239,246 

196 DATA2G2,165,167,69,168,72, 
41,15,168,185,211,3,32,2 
16,255 

268 DATA1G4,74,74,74,74,168,18 
5,211,3,32,216,255,162,3 
1,189 

210 DATA227,3,149,199,292,16,2 
48,169,146,32,210,255,76 
186,137 

220 DATA65,66,67,68,69,79,71,7 
2,74,75,77,86,81,82,83,8 
8 


236 DATA 13,2,7,167,31,32,151, 
116,117,151,128,129,167, 
136,137 


ONLY ON DISK 


Here are the bonus programs that you'll 
find on this month's Gazette Disk. 


Mutate 
By Gary Noakes 
Landover, MD 


With its built-in capacity to connect di- 
rectly to a television or VCR, your 64 
can easily create professional-looking ti- 
tles and sequences for your home vid- 
eos. Mutate is a sophisticated but user- 
friendly program that makes it possible. 
Use the menu to select different 
fonts and video effects such as blanks, 
scrolls, and wipes. Mutate does all the 
work for you. Three help screens are al- 
ways on hand to give descriptions of 
each menu function. 


128 Utilities 
By Eliud Campos Rivera 
Arecibo, PR 


This disk utility for the 128 is menu-driv- 
en. Simply move the cursor to the de- 
sired selection and press Return to de- 
lete files, format a disk, rename files, or 
copy programs to the same disk or to a 
different disk. It sorts directories, re- 
trieves deleted files, and more. 


You can have these programs and all 
the others that appear in this issue by 
ordering the April Gazette Disk. The 
price is $9.95 plus $2.00 shipping and 
handling. Send your order to Gazette 
Disk, COMPUTE Publications, 324 
West Wendover Avenue, Suite 200, 
Greensboro, North Carolina 27408. 


Send New Product 
Announcements 
and/or Press Releases 
on your 
Commodore 64/128 
products to: 

Tom Netsel c/o 
COMPUTE